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

@ -38,7 +38,7 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
{
game.served = false;
var hitBeat = cond.songPositionInBeats;
var hitBeat = cond.songPositionInBeatsAsDouble;
var bounceBeat = game.serveBeat + game.targetBeat + 1f;
@ -60,12 +60,12 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
void NearMiss(float state)
{
MissBall();
Jukebox.PlayOneShot("miss");
SoundByte.PlayOneShot("miss");
playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ;
game.missCurve.KeyPoints[0].Position = game.ball.transform.position;
game.missCurve.transform.localScale = new Vector3(-state, 1f, 1f);
game.missBeat = cond.songPositionInBeats;
game.missBeat = cond.songPositionInBeatsAsDouble;
game.ball.SetActive(true);
}
@ -88,7 +88,7 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Whistle", whistleBeat) });
}
public void BounceFX(float bounceBeat)
public void BounceFX(double bounceBeat)
{
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
{