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

@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
public bool applause;
private bool exploded;
private Fireworks game;
private float startBeat;
private double startBeat;
private Animator anim;
void Awake()
@ -21,7 +21,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
anim = GetComponent<Animator>();
}
public void Init(float beat)
public void Init(double beat)
{
game.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Just, Out, Out);
startBeat = beat;
@ -46,7 +46,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
});
if (state >= 1f || state <= -1f)
{
Jukebox.PlayOneShotGame("fireworks/miss");
SoundByte.PlayOneShotGame("fireworks/miss");
return;
}
@ -55,9 +55,9 @@ namespace HeavenStudio.Games.Scripts_Fireworks
void Success(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("fireworks/taikoExplode");
SoundByte.PlayOneShotGame("fireworks/taikoExplode");
game.FadeFlashColor(Color.white, new Color(1, 1, 1, 0), 0.5f);
if (applause) Jukebox.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
if (applause) SoundByte.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
}
void Out(PlayerActionEvent caller) { }