HeavenStudio/Assets/Scripts/Util/Sound.cs
Rapandrasmus 98835c3936
Title Screen (#454)
* Barebones title screen prefab added

* logo and stuff

* cool

* Added sfx to title screen

* The logo now bops to the beat

* epic reveal

* Fixed something

* put some of the stuff into the main menu

* other logo bop

* Implemented logobop2 and starbop

* added scrolling bg, tweaked positioning and wip splash text for play button

* more menu

* ooops

* Expand implemented

* cool

* Made stars spawn in in the opening

* make UI elements look nicer on different aspect ratios

* add sound while hovering over logo

* add settings menu to title screen

make the title screen properly play after the opening

* swap out title screen hover sound

remove the old config path warning

* every button works, some play mode fixes

* fix issues with beataction/multisound and pausing

* fix dropdown menus not working in certain screens

* fix particles rotating when camera controls are used

* touch style pause menu items only trigger if cursor is over an item

* various changes

make playback (unpausing) more reliable
only apply changes to advanced audio settings on launch
fix title screen visuals
add opening music
continue past opening by pressing a key
update credits

* almost forgot this

* lol

* initial flow mems

* user-taggable fonts in textboxes

* alt materials for kurokane

* assets prep

* plan out judgement screen layout

change sound encodings

* start sequencing judgement

* judgement screen sequence

* full game loop

* fix major issue with pooled sound objects

rebalance ranking audio
fix issues with some effects in play mode

* new graphics

* particles

* make certain uses of the beat never go below 0

fix loop of superb music

* make markers non clamped

lockstep frees rendertextures when unloading

* lockstep creates its own rendertextures

swapped button order on title screen
added null checks to animation helpers
disabled controller auto-search for now

* enable particles on OK rank

* play mode info panel

* let play mode handle its own fade out

* fix that alignment bug in controller settings

* more safety here

* Update PauseMenu.cs

* settable (one-liner) rating screen text

* address minigame loading crashes

* don't do this twice

* wav converter for mp3

* Update Minigames.cs

* don't double-embed the converted audio

* studio dance bugfixing spree

* import redone sprites for studio dance

* update jukebox

prep epilogue screen

* epilogue screen

* studio dance inkling shuffle test

* new studio dance choreo system

* markers upgrade

* fix deleting volume changes and markers

prep category markers

* Update Editor.unity

* new rating / epilogue settings look

* update to use new tooltip system

mark certain editor components as blocking

* finish category system

* dedicated tempo / volume marker dialogs

* swing prep

* open properties dialog if mapper hasn't opened it prior for this chart

fix memory copy bug when making new chart

* fix ctrl + s

* return to title screen button

* make graphy work everywhere

studio dance selector
membillion mems

* make sure riq cache is clear when loading chart

* lol

* fix the stupid

* bring back tempo and volume change scrolling

* new look for panels

* adjust alignment

* round tooltip

* alignment of chart property prefab

* change scale factor of mem

* adjust open captions material

no dotted BG in results commentary (only epilogue)
bugfix for tempo / volume scroll

* format line 2 of judgement a bit better

update font

* oops

* adjust look of judgement score bar

* new rating bar

* judgement size adjustment

* fix timing window scaling with song pitch

* proper clamping in dialogs

better sync conductor to dsptime (experiment)

* disable timeline pitch change when song is paused

enable perfect challenge if no marker is set to do so

* new app icon

* timing window values are actually double now

* improve deferred timekeep even more

* re-generate font atlases

new app icon in credits

* default epilogue images

* more timing window adjustment

* fix timing display when pitched

* use proper terminology here

* new logo on titlescreen

* remove wip from play

update credits

* adjust spacing of play mode panel

* redo button spacing

* can pass title screen with any controller

fix issues with controller auto-search

* button scale fixes

* controller title screen nav

* remove song genre from properties editor

* disable circle cursor when not using touch style

* proper selection graphic

remove refs
re-add heart to the opening

* controller support in opening

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00

323 lines
10 KiB
C#

using System;
using System.Collections;
using UnityEngine;
using Starpelly;
namespace HeavenStudio.Util
{
public class Sound : MonoBehaviour
{
public AudioClip clip;
public float pitch = 1;
public float bendedPitch = 1; //only used with rockers
public float volume = 1;
// For use with PlayOneShotScheduled
public bool scheduled;
public double scheduledTime;
public bool looping;
public double loopEndBeat = -1;
public double fadeTime;
bool loopDone;
private AudioSource audioSource;
private Conductor cond;
private double startTime;
public double beat;
public double offset;
public float scheduledPitch = 1f;
bool playInstant = false;
bool played = false;
bool paused = false;
bool queued = false;
public bool available = true;
const double PREBAKE_TIME = 0.5;
private void Start()
{
}
public void LerpVolume(double beat, double length, float volumeStart, float volumeEnd)
{
if (!gameObject.activeSelf) return;
StartCoroutine(LerpVolumeCo(beat, length, volumeStart, volumeEnd));
}
private IEnumerator LerpVolumeCo(double beat, double length, float volumeStart, float volumeEnd)
{
float normalized = 0;
while (normalized <= 1)
{
normalized = cond.GetPositionFromBeat(beat, length);
audioSource.volume = Mathf.Lerp(volumeStart, volumeEnd, normalized);
yield return null;
}
}
public void Play()
{
if (!available)
{
GameManager.instance.SoundObjects.Release(this);
return;
}
audioSource = GetComponent<AudioSource>();
cond = Conductor.instance;
available = false;
audioSource.clip = clip;
audioSource.pitch = pitch;
audioSource.volume = volume;
audioSource.loop = looping;
loopEndBeat = -1;
loopDone = false;
audioSource.Stop();
if (beat == -1 && !scheduled)
{
playInstant = true;
played = true;
startTime = AudioSettings.dspTime;
audioSource.PlayScheduled(startTime);
}
else
{
playInstant = false;
if (cond != null)
{
scheduledPitch = cond.SongPitch;
startTime = (AudioSettings.dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
}
if (scheduledPitch != 0 && AudioSettings.dspTime >= startTime)
{
audioSource.PlayScheduled(startTime);
queued = true;
}
}
}
private void Update()
{
cond = Conductor.instance;
double dspTime = AudioSettings.dspTime;
if (!(available || played))
{
if (!(cond.isPlaying || cond.isPaused))
{
GameManager.instance.SoundObjects.Release(this);
return;
}
if (scheduled)
{
if (!queued && dspTime > scheduledTime - PREBAKE_TIME)
{
audioSource.PlayScheduled(scheduledTime);
queued = true;
}
if (scheduledPitch != 0 && dspTime > scheduledTime)
{
played = true;
}
}
else if (!playInstant)
{
if (!queued && dspTime > startTime - PREBAKE_TIME)
{
startTime = (dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
audioSource.PlayScheduled(startTime);
queued = true;
}
if (scheduledPitch != 0 && dspTime > startTime)
{
played = true;
}
else
{
if (!played && scheduledPitch != cond.SongPitch)
{
if (cond.SongPitch == 0)
{
scheduledPitch = cond.SongPitch;
if (queued)
audioSource.Pause();
}
else
{
if (scheduledPitch == 0)
{
audioSource.UnPause();
}
scheduledPitch = cond.SongPitch;
startTime = (dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch);
if (queued)
audioSource.SetScheduledStartTime(startTime);
}
}
}
}
}
if (played)
{
if (!(cond.isPlaying || cond.isPaused))
{
GameManager.instance.SoundObjects.Release(this);
return;
}
if (!(looping || paused || audioSource.isPlaying))
{
GameManager.instance.SoundObjects.Release(this);
return;
}
if (cond.isPaused || cond.SongPitch == 0)
{
if (!paused)
{
// Debug.Log($"Pausing {gameObject.name}");
audioSource.Pause();
paused = true;
}
}
else
{
if (paused)
{
// Debug.Log($"Unpausing {gameObject.name}");
audioSource.UnPause();
paused = false;
}
}
}
if (!loopDone)
{
if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set.
{
if (cond.songPositionInBeatsAsDouble > loopEndBeat)
{
KillLoop(fadeTime);
loopDone = true;
}
}
}
}
public void SetLoopParams(double endBeat, double fadeTime)
{
loopEndBeat = endBeat;
this.fadeTime = fadeTime;
}
public void Pause()
{
if (audioSource != null)
audioSource.Pause();
}
public void UnPause()
{
if (audioSource != null)
audioSource.UnPause();
}
public void Stop()
{
available = true;
played = false;
paused = false;
queued = false;
playInstant = false;
looping = false;
scheduled = false;
beat = 0;
loopEndBeat = -1;
loopDone = false;
startTime = 0;
audioSource.loop = false;
audioSource.Stop();
gameObject.SetActive(false);
}
#region Bend
// All of these should only be used with rockers.
// minenice: consider doing these in the audio thread so they can work per-sample?
public void BendUp(float bendTime, float bendedPitch)
{
if (!gameObject.activeSelf) return;
this.bendedPitch = bendedPitch;
StartCoroutine(BendUpLoop(bendTime));
}
public void BendDown(float bendTime)
{
if (!gameObject.activeSelf) return;
StartCoroutine(BendDownLoop(bendTime));
}
IEnumerator BendUpLoop(float bendTime)
{
float startingPitch = audioSource.pitch;
float bendTimer = 0f;
while (bendTimer < bendTime)
{
bendTimer += Time.deltaTime;
float normalizedProgress = Mathp.Normalize(bendTimer, 0, bendTime);
float currentPitch = Mathf.Lerp(startingPitch, bendedPitch, normalizedProgress);
audioSource.pitch = Mathf.Min(currentPitch, bendedPitch);
yield return null;
}
}
IEnumerator BendDownLoop(float bendTime)
{
float bendTimer = 0f;
float startingPitch = pitch;
while (bendTimer < bendTime)
{
bendTimer += Time.deltaTime;
float normalizedProgress = Mathp.Normalize(bendTimer, 0, bendTime);
float currentPitch = Mathf.Lerp(startingPitch, bendedPitch, 1 - normalizedProgress);
audioSource.pitch = Mathf.Max(currentPitch, pitch);
yield return null;
}
}
#endregion
public void KillLoop(double fadeTime)
{
if (!gameObject.activeSelf) return;
StartCoroutine(FadeLoop(fadeTime));
}
double loopFadeTimer = 0f;
IEnumerator FadeLoop(double fadeTime)
{
float startingVol = audioSource.volume;
while (loopFadeTimer < fadeTime)
{
loopFadeTimer += Time.deltaTime;
audioSource.volume = (float)Math.Max((1f - (loopFadeTimer / fadeTime)) * startingVol, 0.0);
yield return null;
}
yield return null;
GameManager.instance.SoundObjects.Release(this);
}
}
}