4d2bb8c782
* rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
225 lines
6.7 KiB
C#
225 lines
6.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Starpelly;
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namespace HeavenStudio.Util
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{
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public class Sound : MonoBehaviour
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{
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public AudioClip clip;
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public float pitch = 1;
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public float bendedPitch = 1; //only used with rockers
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public float volume = 1;
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// For use with PlayOneShotScheduled
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public bool scheduled;
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public double scheduledTime;
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public bool looping;
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public float loopEndBeat = -1;
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public float fadeTime;
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int loopIndex = 0;
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private AudioSource audioSource;
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private int pauseTimes = 0;
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private double startTime;
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public float beat;
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public float offset;
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public float scheduledPitch = 1f;
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bool playInstant = false;
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bool played = false;
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private void Start()
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{
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audioSource = GetComponent<AudioSource>();
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audioSource.clip = clip;
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audioSource.pitch = pitch;
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audioSource.volume = volume;
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audioSource.loop = looping;
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Conductor cnd = Conductor.instance;
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if (beat == -1 && !scheduled)
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{
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audioSource.Play();
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playInstant = true;
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played = true;
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startTime = cnd.songPositionAsDouble;
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StartCoroutine(NotRelyOnBeatSound());
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}
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else
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{
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playInstant = false;
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scheduledPitch = cnd.SongPitch;
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startTime = (AudioSettings.dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch) - offset;
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audioSource.PlayScheduled(startTime);
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}
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}
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private void Update()
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{
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Conductor cnd = Conductor.instance;
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if (!played)
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{
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if (scheduled)
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{
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if (scheduledPitch != 0 && AudioSettings.dspTime > scheduledTime)
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{
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StartCoroutine(NotRelyOnBeatSound());
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played = true;
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}
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}
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else if (!playInstant)
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{
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if (scheduledPitch != 0 && AudioSettings.dspTime > startTime)
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{
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played = true;
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StartCoroutine(NotRelyOnBeatSound());
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}
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else
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{
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if (!played && scheduledPitch != cnd.SongPitch)
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{
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if (cnd.SongPitch == 0)
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{
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scheduledPitch = cnd.SongPitch;
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audioSource.Pause();
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}
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else
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{
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if (scheduledPitch == 0)
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{
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audioSource.UnPause();
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}
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scheduledPitch = cnd.SongPitch;
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startTime = (AudioSettings.dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch);
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audioSource.SetScheduledStartTime(startTime);
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}
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}
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}
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}
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}
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if (loopIndex < 1)
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{
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if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set.
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{
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if (cnd.songPositionInBeats > loopEndBeat)
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{
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KillLoop(fadeTime);
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loopIndex++;
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}
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}
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}
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}
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IEnumerator NotRelyOnBeatSound()
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{
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if (!looping) // Looping sounds are destroyed manually.
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{
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yield return new WaitForSeconds(clip.length / pitch);
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Delete();
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}
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}
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public void SetLoopParams(float endBeat, float fadeTime)
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{
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loopEndBeat = endBeat;
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this.fadeTime = fadeTime;
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}
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public void Stop()
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{
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if (audioSource != null)
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audioSource.Stop();
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}
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public void Pause()
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{
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if (audioSource != null)
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audioSource.Pause();
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}
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public void UnPause()
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{
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if (audioSource != null)
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audioSource.UnPause();
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}
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public void Delete()
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{
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GameManager.instance.SoundObjects.Remove(gameObject);
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Destroy(gameObject);
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}
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#region Bend
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// All of these should only be used with rockers.
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public void BendUp(float bendTime, float bendedPitch)
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{
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this.bendedPitch = bendedPitch;
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StartCoroutine(BendUpLoop(bendTime));
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}
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public void BendDown(float bendTime)
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{
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StartCoroutine(BendDownLoop(bendTime));
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}
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IEnumerator BendUpLoop(float bendTime)
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{
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float startingPitch = audioSource.pitch;
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float bendTimer = 0f;
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while (bendTimer < bendTime)
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{
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bendTimer += Time.deltaTime;
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float normalizedProgress = Mathp.Normalize(bendTimer, 0, bendTime);
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float currentPitch = Mathf.Lerp(startingPitch, bendedPitch, normalizedProgress);
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audioSource.pitch = Mathf.Min(currentPitch, bendedPitch);
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yield return null;
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}
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}
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IEnumerator BendDownLoop(float bendTime)
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{
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float bendTimer = 0f;
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float startingPitch = pitch;
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while (bendTimer < bendTime)
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{
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bendTimer += Time.deltaTime;
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float normalizedProgress = Mathp.Normalize(bendTimer, 0, bendTime);
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float currentPitch = Mathf.Lerp(startingPitch, bendedPitch, 1 - normalizedProgress);
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audioSource.pitch = Mathf.Max(currentPitch, pitch);
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yield return null;
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}
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}
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#endregion
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public void KillLoop(float fadeTime)
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{
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StartCoroutine(FadeLoop(fadeTime));
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}
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float loopFadeTimer = 0f;
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IEnumerator FadeLoop(float fadeTime)
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{
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float startingVol = audioSource.volume;
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while (loopFadeTimer < fadeTime)
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{
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loopFadeTimer += Time.deltaTime;
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audioSource.volume = Mathf.Max((1f - (loopFadeTimer / fadeTime)) * startingVol, 0f);
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yield return null;
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}
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Delete();
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}
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}
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}
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