Integration of Jukebox Library (#451)

* 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 15:13:29 -04:00
committed by GitHub
parent b7afd697ce
commit bb2ae74339
176 changed files with 4868 additions and 3013 deletions

View File

@ -14,7 +14,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
[SerializeField] Animator anim;
public bool isSparkler;
private Fireworks game;
public float startBeat;
public double startBeat;
public bool applause;
private bool exploded;
private float startY;
@ -63,7 +63,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
}
}
public void Init(float beat, int explosionToChoose)
public void Init(double beat, int explosionToChoose)
{
startBeat = beat;
startY = transform.position.y - offSet;
@ -89,7 +89,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
{
if (state >= 1f || state <= -1f)
{
Jukebox.PlayOneShotGame("fireworks/miss");
SoundByte.PlayOneShotGame("fireworks/miss");
particleBarelyEffect.Play();
anim.gameObject.SetActive(false);
return;
@ -99,10 +99,10 @@ namespace HeavenStudio.Games.Scripts_Fireworks
void Success(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("fireworks/explode_5");
SoundByte.PlayOneShotGame("fireworks/explode_5");
selectedParticleEffect.Play();
anim.gameObject.SetActive(false);
if (applause) Jukebox.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
if (applause) SoundByte.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
}
void Out(PlayerActionEvent caller) { }