98835c3936
* 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>
323 lines
10 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|