b1fab52ad9
* add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing
330 lines
12 KiB
C#
330 lines
12 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Util
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{
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public class SoundByte
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{
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static GameObject oneShotAudioSourceObject;
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static AudioSource oneShotAudioSource;
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public enum AudioType
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{
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OGG,
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WAV
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}
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/// <summary>
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/// Ensures that the jukebox and one-shot audio source exist.
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/// </summary>
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public static void BasicCheck()
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{
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if (FindJukebox() == null)
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{
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GameObject Jukebox = new GameObject("Jukebox");
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Jukebox.AddComponent<AudioSource>();
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Jukebox.tag = "Jukebox";
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}
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if (oneShotAudioSourceObject == null)
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{
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oneShotAudioSourceObject = new GameObject("OneShot Audio Source");
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oneShotAudioSource = oneShotAudioSourceObject.AddComponent<AudioSource>();
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UnityEngine.Object.DontDestroyOnLoad(oneShotAudioSourceObject);
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}
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}
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public static GameObject FindJukebox()
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{
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if (GameObject.FindGameObjectWithTag("Jukebox") != null)
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return GameObject.FindGameObjectWithTag("Jukebox");
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else
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return null;
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}
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/// <summary>
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/// Stops all currently playing sounds.
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/// </summary>
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public static void KillOneShots()
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{
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if (oneShotAudioSource != null)
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{
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oneShotAudioSource.Stop();
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}
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}
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/// <summary>
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/// Pauses all currently playing sounds.
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/// </summary>
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public static void PauseOneShots()
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{
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if (oneShotAudioSource != null)
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{
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oneShotAudioSource.Pause();
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}
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}
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/// <summary>
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/// Unpauses all currently playing sounds.
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/// </summary>
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public static void UnpauseOneShots()
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{
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if (oneShotAudioSource != null)
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{
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oneShotAudioSource.UnPause();
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}
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}
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/// <summary>
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/// Gets the length of an audio clip
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/// </summary>
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public static double GetClipLength(string name, float pitch = 1f, string game = null)
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{
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AudioClip clip = null;
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if (game != null)
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{
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string soundName = name.Split('/')[2];
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var inf = GameManager.instance.GetGameInfo(game);
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//first try the game's common assetbundle
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// Debug.Log("Jukebox loading sound " + soundName + " from common");
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clip = inf.GetCommonAssetBundle()?.LoadAsset<AudioClip>(soundName);
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//then the localized one
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if (clip == null)
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{
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// Debug.Log("Jukebox loading sound " + soundName + " from locale");
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clip = inf.GetLocalizedAssetBundle()?.LoadAsset<AudioClip>(soundName);
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}
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}
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//can't load from assetbundle, load from resources
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if (clip == null)
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{
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// Debug.Log("Jukebox loading sound " + name + " from resources");
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clip = Resources.Load<AudioClip>($"Sfx/{name}");
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}
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if (clip == null)
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{
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Debug.LogError($"Could not load clip {name}");
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return double.NaN;
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}
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return clip.length / pitch;
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}
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/// <summary>
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/// Gets the length of an audio clip
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/// Audio clip is fetched from minigame resources
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/// </summary>
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public static double GetClipLengthGame(string name, float pitch = 1f)
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{
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string gameName = name.Split('/')[0];
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var inf = GameManager.instance.GetGameInfo(gameName);
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if (inf != null)
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{
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return GetClipLength($"games/{name}", pitch, inf.usesAssetBundle ? gameName : null);
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}
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return double.NaN;
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}
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/// <summary>
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/// Fires a one-shot sound.
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/// Unpitched, non-scheduled, non-looping sounds are played using a global One-Shot audio source that doesn't create a Sound object.
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/// Looped sounds return their created Sound object so they can be canceled after creation.
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/// </summary>
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public static Sound PlayOneShot(string name, double beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, string game = null, double offset = 0f)
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{
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AudioClip clip = null;
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if (game != null)
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{
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string soundName = name.Split('/')[2];
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var inf = GameManager.instance.GetGameInfo(game);
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//first try the game's common assetbundle
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// Debug.Log("Jukebox loading sound " + soundName + " from common");
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clip = inf.GetCommonAssetBundle()?.LoadAsset<AudioClip>(soundName);
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//then the localized one
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if (clip == null)
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{
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// Debug.Log("Jukebox loading sound " + soundName + " from locale");
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clip = inf.GetLocalizedAssetBundle()?.LoadAsset<AudioClip>(soundName);
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}
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}
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//can't load from assetbundle, load from resources
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if (clip == null)
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{
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// Debug.Log("Jukebox loading sound " + name + " from resources");
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clip = Resources.Load<AudioClip>($"Sfx/{name}");
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}
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if (looping || beat != -1 || pitch != 1f)
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{
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GameObject oneShot = new GameObject("oneShot");
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AudioSource audioSource = oneShot.AddComponent<AudioSource>();
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//audioSource.outputAudioMixerGroup = Settings.GetSFXMixer();
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audioSource.playOnAwake = false;
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Sound snd = oneShot.AddComponent<Sound>();
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snd.clip = clip;
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snd.beat = beat;
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snd.pitch = pitch;
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snd.volume = volume;
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snd.looping = looping;
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snd.offset = offset;
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// snd.pitch = (clip.length / Conductor.instance.secPerBeat);
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GameManager.instance.SoundObjects.Add(oneShot);
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return snd;
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}
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else
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{
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if (oneShotAudioSourceObject == null)
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{
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oneShotAudioSourceObject = new GameObject("OneShot Audio Source");
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oneShotAudioSource = oneShotAudioSourceObject.AddComponent<AudioSource>();
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UnityEngine.Object.DontDestroyOnLoad(oneShotAudioSourceObject);
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}
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oneShotAudioSource.PlayOneShot(clip, volume);
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return null;
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}
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}
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/// <summary>
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/// Schedules a sound to be played at a specific time in seconds.
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/// </summary>
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public static Sound PlayOneShotScheduled(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, string game = null)
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{
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GameObject oneShot = new GameObject("oneShotScheduled");
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var audioSource = oneShot.AddComponent<AudioSource>();
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audioSource.playOnAwake = false;
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var snd = oneShot.AddComponent<Sound>();
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AudioClip clip = null;
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if (game != null)
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{
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string soundName = name.Split('/')[2];
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var inf = GameManager.instance.GetGameInfo(game);
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//first try the game's common assetbundle
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// Debug.Log("Jukebox loading sound " + soundName + " from common");
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clip = inf.GetCommonAssetBundle()?.LoadAsset<AudioClip>(soundName);
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//then the localized one
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if (clip == null)
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{
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// Debug.Log("Jukebox loading sound " + soundName + " from locale");
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clip = inf.GetLocalizedAssetBundle()?.LoadAsset<AudioClip>(soundName);
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}
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}
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//can't load from assetbundle, load from resources
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if (clip == null)
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clip = Resources.Load<AudioClip>($"Sfx/{name}");
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audioSource.clip = clip;
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snd.clip = clip;
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snd.pitch = pitch;
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snd.volume = volume;
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snd.looping = looping;
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snd.scheduled = true;
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snd.scheduledTime = targetTime;
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audioSource.PlayScheduled(targetTime);
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GameManager.instance.SoundObjects.Add(oneShot);
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return snd;
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}
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/// <summary>
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/// Fires a one-shot sound located in minigame resources.
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/// Unpitched, non-scheduled, non-looping sounds are played using a global One-Shot audio source that doesn't create a Sound object.
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/// Looped sounds return their created Sound object so they can be canceled after creation.
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/// </summary>
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public static Sound PlayOneShotGame(string name, double beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false, double offset = 0f)
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{
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string gameName = name.Split('/')[0];
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var inf = GameManager.instance.GetGameInfo(gameName);
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if (GameManager.instance.currentGame == gameName || forcePlay)
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{
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return PlayOneShot($"games/{name}", beat, pitch, volume, looping, inf.usesAssetBundle ? gameName : null, offset);
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}
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return null;
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}
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/// <summary>
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/// Schedules a sound to be played at a specific time in seconds.
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/// Audio clip is fetched from minigame resources
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/// </summary>
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public static Sound PlayOneShotScheduledGame(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false)
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{
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string gameName = name.Split('/')[0];
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var inf = GameManager.instance.GetGameInfo(gameName);
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if (GameManager.instance.currentGame == gameName || forcePlay)
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{
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return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping, inf.usesAssetBundle ? gameName : null);
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}
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return null;
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}
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/// <summary>
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/// Stops a looping Sound
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/// </summary>
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public static void KillLoop(Sound source, float fadeTime)
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{
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// Safeguard against previously-destroyed sounds.
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if (source == null)
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return;
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source.KillLoop(fadeTime);
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}
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/// <summary>
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/// Gets a pitch multiplier from semitones.
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/// </summary>
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public static float GetPitchFromSemiTones(int semiTones, bool pitchToMusic)
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{
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if (pitchToMusic)
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{
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return Mathf.Pow(2f, (1f / 12f) * semiTones) * Conductor.instance.musicSource.pitch;
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}
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else
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{
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return Mathf.Pow(2f, (1f / 12f) * semiTones);
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}
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}
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/// <summary>
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/// Returns the semitones from a pitch.
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/// </summary>
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/// <param name="pitch">The pitch of the sound.</param>
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public static int GetSemitonesFromPitch(float pitch, bool pitchToMusic)
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{
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if (pitchToMusic) return (int)((12f * Mathf.Log(pitch, 2)) / Conductor.instance.musicSource.pitch);
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return (int)(12f * Mathf.Log(pitch, 2));
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}
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/// <summary>
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/// Gets a pitch multiplier from cents.
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/// </summary>
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public static float GetPitchFromCents(int cents, bool pitchToMusic)
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{
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if (pitchToMusic)
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{
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return Mathf.Pow(2f, (1f / 12f) * (cents / 100)) * Conductor.instance.musicSource.pitch;
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}
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else
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{
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return Mathf.Pow(2f, (1f / 12f) * (cents / 100));
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}
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}
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}
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} |