add tunnel sound

This commit is contained in:
minenice55 2023-11-21 20:59:05 -05:00
parent 156014f5ed
commit 915a5d32d0
9 changed files with 87 additions and 8 deletions

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@ -69,6 +69,7 @@ namespace HeavenStudio.Games
Tween bgColorTween; Tween bgColorTween;
Tween fgColorTween; Tween fgColorTween;
Vector3 tunnelStartPos; Vector3 tunnelStartPos;
Sound tunnelSoundRight, tunnelSoundMiddle, tunnelSoundLeft;
[Header("References")] [Header("References")]
@ -121,6 +122,9 @@ namespace HeavenStudio.Games
if (Conductor.instance != null && Conductor.instance.NotStopped()) if (Conductor.instance != null && Conductor.instance.NotStopped())
{ {
Conductor.instance.FadeMinigameVolume(Conductor.instance.songPositionInBeatsAsDouble, 0, 1); Conductor.instance.FadeMinigameVolume(Conductor.instance.songPositionInBeatsAsDouble, 0, 1);
tunnelSoundRight?.Stop();
tunnelSoundMiddle?.Stop();
tunnelSoundLeft?.Stop();
} }
} }
@ -163,10 +167,10 @@ namespace HeavenStudio.Games
ScheduleInput(lastCowbell, 1, InputAction_BasicPress, CowbellSuccess, CowbellMiss, CowbellEmpty); ScheduleInput(lastCowbell, 1, InputAction_BasicPress, CowbellSuccess, CowbellMiss, CowbellEmpty);
} }
bg.position = new Vector3(bgStartX - (2 * bgStartX * (((float)Time.realtimeSinceStartupAsDouble % bgScrollTime) / bgScrollTime)), 0, 0); // bg.localPosition = new Vector3(bgStartX - (2 * bgStartX * (((float)Time.realtimeSinceStartupAsDouble % bgScrollTime) / bgScrollTime)), 0, 0);
if (tunnelWall.activeSelf) if (tunnelWall.activeSelf)
{ {
tunnelWall.transform.position = tunnelStartPos - new Vector3(tunnelChunksPerSec * tunnelWallChunkSize * (float)(cond.songPositionAsDouble - tunnelStartTime), 0, 0); tunnelWall.transform.localPosition = tunnelStartPos - new Vector3(tunnelChunksPerSec * tunnelWallChunkSize * (float)(cond.songPositionAsDouble - tunnelStartTime), 0, 0);
} }
if (cond.songPositionAsDouble >= tunnelEndTime + PostTunnelScrnTime) if (cond.songPositionAsDouble >= tunnelEndTime + PostTunnelScrnTime)
{ {
@ -275,10 +279,19 @@ namespace HeavenStudio.Games
double durationSec = Math.Ceiling((tunnelEndTime - tunnelStartTime) * 4 * tunnelChunksPerSec) * 0.25 / tunnelChunksPerSec; double durationSec = Math.Ceiling((tunnelEndTime - tunnelStartTime) * 4 * tunnelChunksPerSec) * 0.25 / tunnelChunksPerSec;
tunnelWallRenderer.size = new Vector2((float)durationSec * tunnelWallChunkSize * tunnelChunksPerSec, 13.7f); tunnelWallRenderer.size = new Vector2((float)durationSec * tunnelWallChunkSize * tunnelChunksPerSec, 13.7f);
tunnelWall.transform.position = tunnelStartPos; tunnelWall.transform.localPosition = tunnelStartPos;
tunnelWall.SetActive(true); tunnelWall.SetActive(true);
this.fadeDuration = fadeDuration; this.fadeDuration = fadeDuration;
cond.FadeMinigameVolume(beat, fadeDuration, volume); cond.FadeMinigameVolume(beat, fadeDuration, volume);
tunnelSoundRight = SoundByte.PlayOneShotGame("tunnel/tunnelRight", beat, looping: true);
tunnelSoundMiddle = SoundByte.PlayOneShotGame("tunnel/tunnelMiddle", beat + (6/48f), looping: true);
tunnelSoundLeft = SoundByte.PlayOneShotGame("tunnel/tunnelLeft" + (12/48f), beat, looping: true);
double tunnelEnd = cond.GetBeatFromSongPos(tunnelEndTime + PostTunnelScrnTime);
tunnelSoundRight.SetLoopParams(tunnelEnd, 0.1);
tunnelSoundMiddle.SetLoopParams(tunnelEnd + (6/48f), 0.1);
tunnelSoundLeft.SetLoopParams(tunnelEnd + (12/48f), 0.1);
} }
} }
} }