HeavenStudio/Assets/Scripts/Util/MultiSound.cs
minenice55 87d20b8c8f
Better Sound Sequences (#190)
* add way of creating sound sequences in inspector

- actually implement GameAction preFunction
- implement sound scheduling for Jukebox and MultiSound

* Dj School: fix turntable effect being parented to root

* Pajama Party: fix sleep action type not carrying over between transitions
2023-01-04 23:04:31 -05:00

77 lines
2.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace HeavenStudio.Util
{
public class MultiSound : MonoBehaviour
{
private float startBeat;
private bool game;
private bool forcePlay;
public List<Sound> sounds = new List<Sound>();
public List<Util.Sound> playingSounds = new List<Util.Sound>();
public class Sound
{
public string name { get; set; }
public float beat { get; set; }
public float pitch { get; set; }
public float volume { get; set; }
public bool looping { get; set; }
public float offset { get; set; }
public Sound(string name, float beat, float pitch = 1f, float volume = 1f, bool looping = false, float offset = 0f)
{
this.name = name;
this.beat = beat;
this.pitch = pitch;
this.volume = volume;
this.looping = looping;
this.offset = offset;
}
}
public static MultiSound Play(Sound[] snds, bool game = true, bool forcePlay = false)
{
List<Sound> sounds = snds.ToList();
GameObject go = new GameObject("MultiSound");
MultiSound ms = go.AddComponent<MultiSound>();
ms.sounds = sounds;
ms.startBeat = sounds[0].beat;
ms.game = game;
ms.forcePlay = forcePlay;
for (int i = 0; i < sounds.Count; i++)
{
Util.Sound s;
if (game)
s = Jukebox.PlayOneShotGame(sounds[i].name, sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset), sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay);
else
s = Jukebox.PlayOneShot(sounds[i].name, sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset), sounds[i].pitch, sounds[i].volume, sounds[i].looping);
ms.playingSounds.Add(s);
}
GameManager.instance.SoundObjects.Add(go);
return ms;
}
private void Update()
{
foreach (Util.Sound sound in playingSounds)
{
if (sound != null)
return;
}
Delete();
}
public void Delete()
{
GameManager.instance.SoundObjects.Remove(gameObject);
Destroy(gameObject);
}
}
}