HeavenStudio/Assets/Scripts/Util/MultiSound.cs

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
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namespace HeavenStudio.Util
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{
public class MultiSound : MonoBehaviour
{
private float startBeat;
private int index;
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private bool game;
private bool forcePlay;
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public List<Sound> sounds = new List<Sound>();
public class Sound
{
public string name { get; set; }
public float beat { get; set; }
public float pitch { get; set; }
public float volume { get; set; }
public bool looping { get; set; }
public float offset { get; set; }
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public Sound(string name, float beat, float pitch = 1f, float volume = 1f, bool looping = false, float offset = 0f)
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{
this.name = name;
this.beat = beat;
this.pitch = pitch;
this.volume = volume;
this.looping = looping;
this.offset = offset;
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}
}
public static MultiSound Play(Sound[] snds, bool game = true, bool forcePlay = false)
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{
List<Sound> sounds = snds.ToList();
GameObject gameObj = new GameObject();
MultiSound ms = gameObj.AddComponent<MultiSound>();
ms.sounds = sounds;
ms.startBeat = sounds[0].beat;
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ms.game = game;
ms.forcePlay = forcePlay;
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gameObj.name = "MultiSound";
GameManager.instance.SoundObjects.Add(gameObj);
return ms;
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}
private void Update()
{
float songPositionInBeats = Conductor.instance.songPositionInBeats;
for (int i = 0; i < sounds.Count; i++)
{
if (songPositionInBeats >= sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset) && index == i)
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{
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if (game)
Jukebox.PlayOneShotGame(sounds[i].name, sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset), sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay);
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else
Jukebox.PlayOneShot(sounds[i].name, sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset), sounds[i].pitch, sounds[i].volume, sounds[i].looping);
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index++;
}
}
if (songPositionInBeats >= (sounds[sounds.Count - 1].beat - Conductor.instance.GetRestFromRealTime(sounds[sounds.Count - 1].offset)))
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{
Delete();
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}
}
public void Delete()
{
GameManager.instance.SoundObjects.Remove(gameObject);
Destroy(gameObject);
}
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}
}