HeavenStudio/Assets/Scripts/Util/Sound.cs
2023-01-12 17:34:38 -05:00

153 lines
4.4 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 double startTime;
public float beat;
public float scheduledPitch = 1f;
bool playInstant = false;
bool played = false;
private void Start()
{
audioSource = GetComponent<AudioSource>();
audioSource.clip = clip;
audioSource.pitch = pitch;
audioSource.volume = volume;
audioSource.loop = looping;
Conductor cnd = Conductor.instance;
if (beat == -1 && !scheduled)
{
audioSource.PlayScheduled(AudioSettings.dspTime);
playInstant = true;
played = true;
startTime = cnd.songPositionAsDouble;
StartCoroutine(NotRelyOnBeatSound());
}
else
{
playInstant = false;
scheduledPitch = cnd.musicSource.pitch;
startTime = (AudioSettings.dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch);
audioSource.PlayScheduled(startTime);
}
}
private void Update()
{
Conductor cnd = Conductor.instance;
if (!played)
{
if (scheduled)
{
if (AudioSettings.dspTime > scheduledTime)
{
StartCoroutine(NotRelyOnBeatSound());
played = true;
}
}
else if (!playInstant)
{
if (AudioSettings.dspTime > startTime)
{
played = true;
StartCoroutine(NotRelyOnBeatSound());
}
else
{
if (!played && scheduledPitch != cnd.musicSource.pitch)
{
scheduledPitch = cnd.musicSource.pitch;
startTime = (AudioSettings.dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch);
audioSource.SetScheduledStartTime(startTime);
}
}
}
}
if (loopIndex < 1)
{
if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set.
{
if (cnd.songPositionInBeats > loopEndBeat)
{
KillLoop(fadeTime);
loopIndex++;
}
}
}
}
IEnumerator NotRelyOnBeatSound()
{
if (!looping) // Looping sounds are destroyed manually.
{
yield return new WaitForSeconds(clip.length / pitch);
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();
}
}
}