Better Sound Sequences (#190)

* add way of creating sound sequences in inspector

- actually implement GameAction preFunction
- implement sound scheduling for Jukebox and MultiSound

* Dj School: fix turntable effect being parented to root

* Pajama Party: fix sleep action type not carrying over between transitions
This commit is contained in:
minenice55
2023-01-04 23:04:31 -05:00
committed by GitHub
parent 22133a5c54
commit 87d20b8c8f
28 changed files with 392 additions and 108 deletions

View File

@ -8,10 +8,10 @@ namespace HeavenStudio.Util
public class MultiSound : MonoBehaviour
{
private float startBeat;
private int index;
private bool game;
private bool forcePlay;
public List<Sound> sounds = new List<Sound>();
public List<Util.Sound> playingSounds = new List<Util.Sound>();
public class Sound
{
@ -37,39 +37,35 @@ namespace HeavenStudio.Util
public static MultiSound Play(Sound[] snds, bool game = true, bool forcePlay = false)
{
List<Sound> sounds = snds.ToList();
GameObject gameObj = new GameObject();
MultiSound ms = gameObj.AddComponent<MultiSound>();
GameObject go = new GameObject("MultiSound");
MultiSound ms = go.AddComponent<MultiSound>();
ms.sounds = sounds;
ms.startBeat = sounds[0].beat;
ms.game = game;
ms.forcePlay = forcePlay;
gameObj.name = "MultiSound";
GameManager.instance.SoundObjects.Add(gameObj);
for (int i = 0; i < sounds.Count; i++)
{
Util.Sound s;
if (game)
s = Jukebox.PlayOneShotGame(sounds[i].name, sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset), sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay);
else
s = Jukebox.PlayOneShot(sounds[i].name, sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset), sounds[i].pitch, sounds[i].volume, sounds[i].looping);
ms.playingSounds.Add(s);
}
GameManager.instance.SoundObjects.Add(go);
return ms;
}
private void Update()
{
float songPositionInBeats = Conductor.instance.songPositionInBeats;
for (int i = 0; i < sounds.Count; i++)
foreach (Util.Sound sound in playingSounds)
{
if (songPositionInBeats >= sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset) && index == i)
{
if (game)
Jukebox.PlayOneShotGame(sounds[i].name, sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset), sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay);
else
Jukebox.PlayOneShot(sounds[i].name, sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset), sounds[i].pitch, sounds[i].volume, sounds[i].looping);
index++;
}
}
if (songPositionInBeats >= (sounds[sounds.Count - 1].beat - Conductor.instance.GetRestFromRealTime(sounds[sounds.Count - 1].offset)))
{
Delete();
if (sound != null)
return;
}
Delete();
}
public void Delete()