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Fireworks Sound Effect Quality Improvement (#310)
Does exactly what the title says
This commit is contained in:
@ -192,14 +192,14 @@ namespace HeavenStudio.Games
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/sparkler", beat, 1, 1, false, 0.223f)
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new MultiSound.Sound("fireworks/nuei", beat, 1, 1, false, 0.223f)
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}, forcePlay: true);
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}
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else
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("fireworks/rocket", beat)
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new MultiSound.Sound("fireworks/rocket_2", beat)
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}, forcePlay: true);
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}
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if (GameManager.instance.currentGame == "fireworks")
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@ -260,7 +260,7 @@ namespace HeavenStudio.Games
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public void SpawnBomb(float beat, bool practice, bool applause)
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{
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Jukebox.PlayOneShotGame("fireworks/bomb");
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Jukebox.PlayOneShotGame("fireworks/tamaya_4");
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if (practice)
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{
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MultiSound.Play(new MultiSound.Sound[]
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@ -55,7 +55,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
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void Success(PlayerActionEvent caller)
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{
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Jukebox.PlayOneShotGame("fireworks/explodeBomb");
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Jukebox.PlayOneShotGame("fireworks/taikoExplode");
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game.FadeFlashColor(Color.white, new Color(1, 1, 1, 0), 0.5f);
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if (applause) Jukebox.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
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}
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@ -60,7 +60,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
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void Success(PlayerActionEvent caller)
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{
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Jukebox.PlayOneShotGame("fireworks/explodeRocket");
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Jukebox.PlayOneShotGame("fireworks/explode_5");
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selectedParticleEffect.Play();
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anim.gameObject.SetActive(false);
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if (applause) Jukebox.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
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