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 +5,8 @@ using UnityEngine;
using TMPro;
using DG.Tweening;
using Jukebox;
using Jukebox.Legacy;
namespace HeavenStudio.Editor.Track
{
@ -14,7 +16,7 @@ namespace HeavenStudio.Editor.Track
[SerializeField] private TMP_Text volumeTXT;
[SerializeField] private GameObject volumeLine;
public DynamicBeatmap.VolumeChange volumeChange;
public RiqEntity volumeChange;
new private void Update()
{
@ -31,19 +33,21 @@ namespace HeavenStudio.Editor.Track
if (Input.GetKey(KeyCode.LeftControl))
newVolume /= 100f;
volumeChange.volume += newVolume;
volumeChange["volume"] += newVolume;
//make sure volume is positive
volumeChange.volume = Mathf.Clamp(volumeChange.volume, 0, 100);
volumeChange["volume"] = Mathf.Clamp(volumeChange["volume"], 0, 100);
if (first && newVolume != 0)
Timeline.instance.UpdateStartingVolText();
}
}
UpdateVolume();
}
private void UpdateVolume()
{
volumeTXT.text = $"{volumeChange.volume}%";
volumeTXT.text = $"{volumeChange["volume"]}%";
}
public override void Init()
@ -59,16 +63,17 @@ namespace HeavenStudio.Editor.Track
public override void OnRightClick()
{
if (first) return;
if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.MusicVolume)
{
GameManager.instance.Beatmap.volumeChanges.Remove(volumeChange);
GameManager.instance.Beatmap.VolumeChanges.Remove(volumeChange);
DeleteObj();
}
}
public override bool OnMove(float beat)
{
foreach (var volumeChange in GameManager.instance.Beatmap.volumeChanges)
foreach (var volumeChange in GameManager.instance.Beatmap.VolumeChanges)
{
if (this.volumeChange == volumeChange)
continue;