goodened lockstep voice offsets
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parent
08d2c9a989
commit
4b47577d23
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@ -465,12 +465,12 @@ namespace HeavenStudio.Games
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public static void HaiSound(double beat)
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{
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SoundByte.PlayOneShot("games/lockstep/hai", beat, 1, 1, false, null, 0.02314814814f);
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SoundByte.PlayOneShot("games/lockstep/hai", beat, 1, 1, false, null, 0.018);
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}
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public static void HoSound(double beat)
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{
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SoundByte.PlayOneShot("games/lockstep/ho", beat, 1, 1, false, null, 0.03086419753);
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SoundByte.PlayOneShot("games/lockstep/ho", beat, 1, 1, false, null, 0.015);
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}
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public static void OnbeatSwitchSound(double beat, int hais, bool sound)
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@ -479,10 +479,10 @@ 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("lockstep/nha1", beat, 1, 1, false, 0.03086419753),
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new MultiSound.Sound("lockstep/nha2", beat + 0.5f, 1, 1, false, 0.04629629629),
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new MultiSound.Sound("lockstep/nha1", beat + 1f, 1, 1, false, 0.03086419753),
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new MultiSound.Sound("lockstep/nha2", beat + 1.5f, 1, 1, false, 0.04629629629)
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new MultiSound.Sound("lockstep/nha1", beat, 1, 1, false, 0),
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new MultiSound.Sound("lockstep/nha2", beat + 0.5f, 1, 1, false, 0.01),
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new MultiSound.Sound("lockstep/nha1", beat + 1f, 1, 1, false, 0),
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new MultiSound.Sound("lockstep/nha2", beat + 1.5f, 1, 1, false, 0.01)
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}, forcePlay: true);
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}
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@ -492,7 +492,7 @@ namespace HeavenStudio.Games
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for (int i = 0; i < hais; i++)
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{
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haisList.Add(new MultiSound.Sound("lockstep/hai", beat + 2 + i, 1, 1, false, 0.02314814814));
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haisList.Add(new MultiSound.Sound("lockstep/hai", beat + 2 + i, 1, 1, false, 0.018));
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}
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double nextOffBeat = double.MaxValue;
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@ -544,21 +544,21 @@ 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("lockstep/hai", beat, 1, 1, false, 0.02314814814),
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new MultiSound.Sound("lockstep/hai", beat + 1f, 1, 1, false, 0.02314814814),
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new MultiSound.Sound("lockstep/hai", beat + 2f, 1, 1, false, 0.02314814814),
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new MultiSound.Sound("lockstep/hahai1", beat + 3f, 1, 1, false, 0.03086419753),
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new MultiSound.Sound("lockstep/hahai2", beat + 3.5f, 1, 1, false, 0.03086419753),
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new MultiSound.Sound("lockstep/hai", beat, 1, 1, false, 0.018),
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new MultiSound.Sound("lockstep/hai", beat + 1f, 1, 1, false, 0.018),
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new MultiSound.Sound("lockstep/hai", beat + 2f, 1, 1, false, 0.018),
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new MultiSound.Sound("lockstep/hahai1", beat + 3f, 1, 1, false, 0),
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new MultiSound.Sound("lockstep/hahai2", beat + 3.5f, 1, 1, false, 0.014),
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}, forcePlay: true);
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}
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if (hoSound)
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{
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List<MultiSound.Sound> hos = new List<MultiSound.Sound>
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{
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new MultiSound.Sound("lockstep/ho", beat + 4.5f, 1, 1, false, 0.03086419753),
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new MultiSound.Sound("lockstep/ho", beat + 5.5f, 1, 0.6835514f, false, 0.03086419753),
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new MultiSound.Sound("lockstep/ho", beat + 6.5f, 1, 0.3395127f, false, 0.03086419753),
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new MultiSound.Sound("lockstep/ho", beat + 7.5f, 1, 0.1200322f, false, 0.03086419753),
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new MultiSound.Sound("lockstep/ho", beat + 4.5f, 1, 1, false, 0.015),
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new MultiSound.Sound("lockstep/ho", beat + 5.5f, 1, 0.6835514f, false, 0.015),
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new MultiSound.Sound("lockstep/ho", beat + 6.5f, 1, 0.3395127f, false, 0.015),
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new MultiSound.Sound("lockstep/ho", beat + 7.5f, 1, 0.1200322f, false, 0.015),
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};
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double nextOnBeat = double.MaxValue;
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@ -645,7 +645,7 @@ namespace HeavenStudio.Games
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MultiSound.Sound[] sounds = new MultiSound.Sound[amount];
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for (int i = 0; i < amount; i++)
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{
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sounds[i] = new MultiSound.Sound($"lockstep/" + (offBeat ? "ho" : "hai"), beat + i, 1, 1, false, offBeat ? 0.03086419753 : 0.02314814814);
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sounds[i] = new MultiSound.Sound($"lockstep/" + (offBeat ? "ho" : "hai"), beat + i, 1, 1, false, offBeat ? 0.015 : 0.018);
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}
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MultiSound.Play(sounds, true, true);
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}
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@ -688,7 +688,7 @@ namespace HeavenStudio.Games
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MultiSound.Sound[] sounds = new MultiSound.Sound[amount];
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for (int i = 0; i < amount; i++)
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{
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sounds[i] = new MultiSound.Sound($"lockstep/" + (offBeat ? "ho" : "hai"), beat + i, 1, 1, false, offBeat ? 0.03086419753 : 0.02314814814);
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sounds[i] = new MultiSound.Sound($"lockstep/" + (offBeat ? "ho" : "hai"), beat + i, 1, 1, false, offBeat ? 0.015 : 0.018);
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}
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MultiSound.Play(sounds, true, true);
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}
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