Merge branch 'master' into more-ntrIdol-2
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						commit
						44f298e104
					
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			@ -234,6 +234,12 @@ namespace HeavenStudio
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            return secPerBeat * beat;
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        }
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        // convert real seconds to beats
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        public float GetRestFromRealTime(float seconds)
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        {
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            return seconds/secPerBeat;
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        }
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        public void SetBpm(float bpm)
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        {
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            this.songBpm = bpm;
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			@ -358,8 +358,8 @@ namespace HeavenStudio.Games
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            if (!noSound)
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                MultiSound.Play(new MultiSound.Sound[] { 
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                    new MultiSound.Sound("fanClub/arisa_ka_jp", beat), 
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                    new MultiSound.Sound("fanClub/arisa_mo_jp", beat + 0.5f),
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                    new MultiSound.Sound("fanClub/arisa_ne_jp", beat + 1f),
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                    new MultiSound.Sound("fanClub/arisa_mo_jp", beat + 0.5f, offset: 0.07407407f),
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                    new MultiSound.Sound("fanClub/arisa_ne_jp", beat + 1f, offset: 0.07407407f),
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                });
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            responseToggle = true;
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			@ -407,8 +407,8 @@ namespace HeavenStudio.Games
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            if (noSound) return;
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            MultiSound.Play(new MultiSound.Sound[] { 
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                new MultiSound.Sound("fanClub/arisa_ka_jp", beat), 
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                new MultiSound.Sound("fanClub/arisa_mo_jp", beat + 0.5f),
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                new MultiSound.Sound("fanClub/arisa_ne_jp", beat + 1f),
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                new MultiSound.Sound("fanClub/arisa_mo_jp", beat + 0.5f, offset: 0.07407407f),
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                new MultiSound.Sound("fanClub/arisa_ne_jp", beat + 1f, offset: 0.07407407f),
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            }, forcePlay:true);
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        }
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			@ -17,11 +17,19 @@ namespace HeavenStudio.Util
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        {
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            public string name { get; set; }
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            public float beat { get; set; }
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            public float pitch { get; set; }
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            public float volume { get; set; }
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            public bool looping { get; set; }
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            public float offset { get; set; }
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            public Sound(string name, float beat)
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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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            {
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                this.name = name;
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                this.beat = beat;
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                this.pitch = pitch;
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                this.volume = volume;
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                this.looping = looping;
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                this.offset = offset;
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            }
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        }
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			@ -47,18 +55,18 @@ namespace HeavenStudio.Util
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            for (int i = 0; i < sounds.Count; i++)
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            {
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                if (songPositionInBeats >= sounds[i].beat && index == i)
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                if (songPositionInBeats >= sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset) && index == i)
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                {
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                    if (game)
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                        Jukebox.PlayOneShotGame(sounds[i].name, forcePlay:forcePlay);
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                        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
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                        Jukebox.PlayOneShot(sounds[i].name);
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                        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++;
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                }
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            }
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            if (songPositionInBeats >= (sounds[sounds.Count - 1].beat))
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            if (songPositionInBeats >= (sounds[sounds.Count - 1].beat - Conductor.instance.GetRestFromRealTime(sounds[sounds.Count - 1].offset)))
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            {
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                Delete();
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            }
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