Integration of Jukebox Library (#451) (#457)

* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing
This commit is contained in:
minenice55
2023-06-10 15:17:06 -04:00
committed by GitHub
parent b7afd697ce
commit b1fab52ad9
176 changed files with 4868 additions and 3013 deletions

View File

@ -15,8 +15,8 @@ namespace HeavenStudio.Games.Scripts_AirRally
[SerializeField] float TargetHeightLong;
[SerializeField] ParticleSystem hitEffect;
public float startBeat;
public float flyBeats;
public double startBeat;
public double flyBeats;
public bool flyType;
bool miss = false;
@ -74,7 +74,7 @@ namespace HeavenStudio.Games.Scripts_AirRally
if (miss && flyPos > 4f)
{
if (cond.GetPositionFromBeat(startBeat, flyBeats + 1f) >= 1f)
if (cond.GetPositionFromBeat(startBeat, flyBeats + 1) >= 1.0)
{
GameObject.Destroy(gameObject);
return;
@ -106,7 +106,7 @@ namespace HeavenStudio.Games.Scripts_AirRally
public void DoNearMiss()
{
miss = true;
Jukebox.PlayOneShot("miss");
SoundByte.PlayOneShot("miss");
transform.position = PlayerTarget.position;
Rigidbody2D rb = GetComponent<Rigidbody2D>();
rb.simulated = true;