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

@ -72,17 +72,17 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
{
if (topbun && middleburger && bottombun)
{
Jukebox.PlayOneShotGame("forkLifter/burger");
SoundByte.PlayOneShotGame("forkLifter/burger");
}
else
{
if (currentEarlyPeasOnFork > 0 || currentLatePeasOnFork > 0)
{
Jukebox.PlayOneShotGame($"forkLifter/cough_{Random.Range(1, 3)}");
SoundByte.PlayOneShotGame($"forkLifter/cough_{Random.Range(1, 3)}");
}
else
{
Jukebox.PlayOneShotGame("forkLifter/gulp");
SoundByte.PlayOneShotGame("forkLifter/gulp");
}
}
@ -118,7 +118,7 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
if (p == null)
{
Jukebox.PlayOneShotGame("forkLifter/stabnohit");
SoundByte.PlayOneShotGame("forkLifter/stabnohit");
}
anim.Play("Player_Stab", 0, 0);