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

@ -5,6 +5,7 @@ using UnityEngine;
using TMPro;
using DG.Tweening;
using Jukebox;
namespace HeavenStudio.Editor.Track
{
@ -15,7 +16,7 @@ namespace HeavenStudio.Editor.Track
[SerializeField] private GameObject chartLine;
[SerializeField] private SectionDialog sectionDialog;
public DynamicBeatmap.ChartSection chartSection;
public RiqEntity chartSection;
new private void Update()
{
@ -30,7 +31,7 @@ namespace HeavenStudio.Editor.Track
public void UpdateLabel()
{
sectionLabel.text = chartSection.sectionName;
sectionLabel.text = chartSection["sectionName"];
}
public override void Init()
@ -55,7 +56,7 @@ namespace HeavenStudio.Editor.Track
public override bool OnMove(float beat)
{
foreach (var sectionChange in GameManager.instance.Beatmap.beatmapSections)
foreach (RiqEntity sectionChange in GameManager.instance.Beatmap.SectionMarkers)
{
if (this.chartSection == sectionChange)
continue;