HeavenStudio/Assets/Scripts/Util/Sound.cs
2022-03-14 07:21:05 -07:00

141 lines
3.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Util
{
public class Sound : MonoBehaviour
{
public AudioClip clip;
public float pitch = 1;
public float volume = 1;
// For use with PlayOneShotScheduled
public bool scheduled;
public double scheduledTime;
public bool looping;
public float loopEndBeat = -1;
public float fadeTime;
int loopIndex = 0;
private AudioSource audioSource;
private int pauseTimes = 0;
private float startTime;
public float beat;
bool playInstant = false;
int playIndex = 0;
private void Start()
{
audioSource = GetComponent<AudioSource>();
audioSource.clip = clip;
audioSource.pitch = pitch;
audioSource.volume = volume;
audioSource.loop = looping;
if (beat == -1 && !scheduled)
{
audioSource.PlayScheduled(Time.time);
playInstant = true;
playIndex++;
}
else
{
playInstant = false;
}
startTime = Conductor.instance.songPosition;
if (!scheduled && !looping)
StartCoroutine(NotRelyOnBeatSound());
}
private void Update()
{
if (playIndex < 1)
{
if (scheduled)
{
if (AudioSettings.dspTime > scheduledTime)
{
StartCoroutine(NotRelyOnBeatSound());
playIndex++;
}
}
else if (!playInstant)
{
if (Conductor.instance.songPositionInBeats > beat)
{
audioSource.PlayScheduled(Time.time);
playIndex++;
}
}
}
if (loopIndex < 1)
{
if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set.
{
if (Conductor.instance.songPositionInBeats > loopEndBeat)
{
KillLoop(fadeTime);
loopIndex++;
}
}
}
}
IEnumerator NotRelyOnBeatSound()
{
if (!looping) // Looping sounds are destroyed manually.
{
yield return new WaitForSeconds(clip.length);
Delete();
}
}
public void SetLoopParams(float endBeat, float fadeTime)
{
loopEndBeat = endBeat;
this.fadeTime = fadeTime;
}
public void Stop()
{
if (audioSource != null)
audioSource.Stop();
}
public void Delete()
{
GameManager.instance.SoundObjects.Remove(gameObject);
Destroy(gameObject);
}
public void KillLoop(float fadeTime)
{
StartCoroutine(FadeLoop(fadeTime));
}
float loopFadeTimer = 0f;
IEnumerator FadeLoop(float fadeTime)
{
float startingVol = audioSource.volume;
while (loopFadeTimer < fadeTime)
{
loopFadeTimer += Time.deltaTime;
audioSource.volume = Mathf.Max((1f - (loopFadeTimer / fadeTime)) * startingVol, 0f);
yield return null;
}
Delete();
}
}
}