diff --git a/Assets/Scripts/Games/CheerReaders/CheerReaders.cs b/Assets/Scripts/Games/CheerReaders/CheerReaders.cs
index 6fb8e4460..b0b082e17 100644
--- a/Assets/Scripts/Games/CheerReaders/CheerReaders.cs
+++ b/Assets/Scripts/Games/CheerReaders/CheerReaders.cs
@@ -1401,7 +1401,8 @@ namespace HeavenStudio.Games
void SuccessHoldSpin()
{
player.StartSpinBook();
- SpinningLoop = Jukebox.PlayOneShotScheduledGame("cheerReaders/bookSpinLoop", Jukebox.PlayOneShotGame("cheerReaders/bookSpin").clip.length, 1, 1, true);
+ Jukebox.PlayOneShotGame("cheerReaders/bookSpin");
+ SpinningLoop = Jukebox.PlayOneShotScheduledGame("cheerReaders/bookSpinLoop", Jukebox.GetClipLengthGame("cheerReaders/bookSpin"), 1, 1, true);
}
void JustReleaseSpin(PlayerActionEvent caller, float state)
diff --git a/Assets/Scripts/Util/Jukebox.cs b/Assets/Scripts/Util/Jukebox.cs
index 7a77a4d2e..ae70aba3d 100644
--- a/Assets/Scripts/Util/Jukebox.cs
+++ b/Assets/Scripts/Util/Jukebox.cs
@@ -17,7 +17,7 @@ namespace HeavenStudio.Util
}
///
- /// This is me just idiot-proofing.
+ /// Ensures that the jukebox and one-shot audio source exist.
///
public static void BasicCheck()
{
@@ -45,12 +45,9 @@ namespace HeavenStudio.Util
return null;
}
- public static void SetVolume(float volume)
- {
- BasicCheck();
- FindJukebox().GetComponent().volume = volume;
- }
-
+ ///
+ /// Stops all currently playing sounds.
+ ///
public static void KillOneShots()
{
if (oneShotAudioSource != null)
@@ -59,6 +56,63 @@ namespace HeavenStudio.Util
}
}
+ ///
+ /// Gets the length of an audio clip
+ ///
+ public static double GetClipLength(string name, float pitch = 1f, string game = null)
+ {
+ AudioClip clip = null;
+ if (game != null)
+ {
+ string soundName = name.Split('/')[2];
+ var inf = GameManager.instance.GetGameInfo(game);
+ //first try the game's common assetbundle
+ // Debug.Log("Jukebox loading sound " + soundName + " from common");
+ clip = inf.GetCommonAssetBundle()?.LoadAsset(soundName);
+ //then the localized one
+ if (clip == null)
+ {
+ // Debug.Log("Jukebox loading sound " + soundName + " from locale");
+ clip = inf.GetLocalizedAssetBundle()?.LoadAsset(soundName);
+ }
+ }
+
+ //can't load from assetbundle, load from resources
+ if (clip == null)
+ {
+ // Debug.Log("Jukebox loading sound " + name + " from resources");
+ clip = Resources.Load($"Sfx/{name}");
+ }
+
+ if (clip == null)
+ {
+ Debug.LogError($"Could not load clip {name}");
+ return double.NaN;
+ }
+ return clip.length / pitch;
+ }
+
+ ///
+ /// Gets the length of an audio clip
+ /// Audio clip is fetched from minigame resources
+ ///
+ public static double GetClipLengthGame(string name, float pitch = 1f)
+ {
+ string gameName = name.Split('/')[0];
+ var inf = GameManager.instance.GetGameInfo(gameName);
+ if (inf != null)
+ {
+ return GetClipLength($"games/{name}", pitch, inf.usesAssetBundle ? gameName : null);
+ }
+
+ return double.NaN;
+ }
+
+ ///
+ /// Fires a one-shot sound.
+ /// Unpitched, non-scheduled, non-looping sounds are played using a global One-Shot audio source that doesn't create a Sound object.
+ /// Looped sounds return their created Sound object so they can be canceled after creation.
+ ///
public static Sound PlayOneShot(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, string game = null)
{
AudioClip clip = null;
@@ -119,6 +173,9 @@ namespace HeavenStudio.Util
}
}
+ ///
+ /// Schedules a sound to be played at a specific time in seconds.
+ ///
public static Sound PlayOneShotScheduled(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, string game = null)
{
GameObject oneShot = new GameObject("oneShotScheduled");
@@ -162,6 +219,11 @@ namespace HeavenStudio.Util
return snd;
}
+ ///
+ /// Fires a one-shot sound located in minigame resources.
+ /// Unpitched, non-scheduled, non-looping sounds are played using a global One-Shot audio source that doesn't create a Sound object.
+ /// Looped sounds return their created Sound object so they can be canceled after creation.
+ ///
public static Sound PlayOneShotGame(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false)
{
string gameName = name.Split('/')[0];
@@ -174,6 +236,10 @@ namespace HeavenStudio.Util
return null;
}
+ ///
+ /// Schedules a sound to be played at a specific time in seconds.
+ /// Audio clip is fetched from minigame resources
+ ///
public static Sound PlayOneShotScheduledGame(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false)
{
string gameName = name.Split('/')[0];
@@ -186,6 +252,9 @@ namespace HeavenStudio.Util
return null;
}
+ ///
+ /// Stops a looping Sound
+ ///
public static void KillLoop(Sound source, float fadeTime)
{
// Safeguard against previously-destroyed sounds.
@@ -195,6 +264,9 @@ namespace HeavenStudio.Util
source.KillLoop(fadeTime);
}
+ ///
+ /// Gets a pitch multiplier from semitones.
+ ///
public static float GetPitchFromSemiTones(int semiTones, bool pitchToMusic)
{
if (pitchToMusic)
@@ -207,6 +279,9 @@ namespace HeavenStudio.Util
}
}
+ ///
+ /// Gets a pitch multiplier from cents.
+ ///
public static float GetPitchFromCents(int cents, bool pitchToMusic)
{
if (pitchToMusic)