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

@ -10,7 +10,7 @@ namespace HeavenStudio.Games.Scripts_MunchyMonk
public class Dumpling : MonoBehaviour
{
public Color dumplingColor;
public float startBeat;
public double startBeat;
const string sfxName = "munchyMonk/";
public bool canDestroy;
@ -47,14 +47,14 @@ namespace HeavenStudio.Games.Scripts_MunchyMonk
{
smearSr.color = dumplingColor;
game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
Jukebox.PlayOneShotGame(sfxName+"slap");
SoundByte.PlayOneShotGame(sfxName+"slap");
game.isStaring = false;
if (state >= 1f || state <= -1f)
{
game.MonkAnim.DoScaledAnimationAsync("Barely", 0.5f);
anim.DoScaledAnimationAsync("HitHead", 0.5f);
Jukebox.PlayOneShotGame(sfxName+"barely");
SoundByte.PlayOneShotGame(sfxName+"barely");
canDestroy = true;
game.needBlush = false;
} else {
@ -62,7 +62,7 @@ namespace HeavenStudio.Games.Scripts_MunchyMonk
game.dumplings[0].anim.DoScaledAnimationAsync("FollowHand", 0.5f);
smearAnim.Play("SmearAppear", 0, 0);
game.needBlush = true;
Jukebox.PlayOneShotGame(sfxName+"gulp");
SoundByte.PlayOneShotGame(sfxName+"gulp");
MunchyMonk.howManyGulps++;
for (int i = 1; i <= 4; i++)
{
@ -89,8 +89,8 @@ namespace HeavenStudio.Games.Scripts_MunchyMonk
smearAnim.Play("SmearAppear", 0, 0);
anim.DoScaledAnimationAsync("HitHead", 0.5f);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound(sfxName+"slap", Conductor.instance.songPositionInBeats),
new MultiSound.Sound(sfxName+"miss", Conductor.instance.songPositionInBeats),
new MultiSound.Sound(sfxName+"slap", Conductor.instance.songPositionInBeatsAsDouble),
new MultiSound.Sound(sfxName+"miss", Conductor.instance.songPositionInBeatsAsDouble),
});
canDestroy = true;
game.needBlush = false;