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