a0bec7acd0
* Freeze Frame Hey, I'm about done with Freeze Frame and I'm just gonna commit the game as it is right now, it's almost done thx -playinful * Freeze Frame - finishing touches before finalized assets Still waiting to implement the upscaled assets and the sound effects. Code-wise this is as much as I can do for now. * i fixed a couple bugs the dim screen is back and no input duplication when switching games. hallelujah * FreezeFrame randomness update hey AJ so i was cleaning my room when i was struck by an idea for how to make the randomization more consistent without seeding. *yes unfortunately* it requires a static variable but i promise u i used it responsibly. * initial commit * mar 13 * Updated cloud particles * 3/22 * First PR * corrected a mistake * forgot to change that goofy ahh icon --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
118 lines
3.6 KiB
C#
118 lines
3.6 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
using Cysharp.Threading.Tasks;
|
|
|
|
namespace HeavenStudio.Util
|
|
{
|
|
public class MultiSound : MonoBehaviour
|
|
{
|
|
private double startBeat;
|
|
private bool game;
|
|
private bool forcePlay;
|
|
private bool commited;
|
|
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 double beat { get; set; }
|
|
public float pitch { get; set; }
|
|
public float volume { get; set; }
|
|
public bool looping { get; set; }
|
|
public double offset { get; set; }
|
|
|
|
public Sound(string name, double beat, float pitch = 1f, float volume = 1f, bool looping = false, double 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[] sounds, bool game = true, bool forcePlay = false)
|
|
{
|
|
return Play(sounds.ToList(), game, forcePlay);
|
|
}
|
|
|
|
public static MultiSound Play(List<Sound> sounds, bool game = true, bool forcePlay = false)
|
|
{
|
|
if (Conductor.instance == null || sounds.Count < 1) return null;
|
|
|
|
GameObject go = new GameObject("MultiSound");
|
|
MultiSound ms = go.AddComponent<MultiSound>();
|
|
|
|
ms.sounds = sounds;
|
|
ms.startBeat = sounds[0].beat;
|
|
ms.game = game;
|
|
ms.forcePlay = forcePlay;
|
|
ms.commited = false;
|
|
|
|
if (Conductor.instance.WaitingForDsp)
|
|
{
|
|
Debug.Log("Multisound waiting for DSP, deferring play");
|
|
ms.PlayDeferred().Forget();
|
|
}
|
|
else
|
|
{
|
|
ms.CommitPlay();
|
|
}
|
|
|
|
return ms;
|
|
}
|
|
|
|
void CommitPlay()
|
|
{
|
|
for (int i = 0; i < sounds.Count; i++)
|
|
{
|
|
Util.Sound s;
|
|
if (game)
|
|
s = SoundByte.PlayOneShotGame(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay, sounds[i].offset);
|
|
else
|
|
s = SoundByte.PlayOneShot(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, null, sounds[i].offset);
|
|
playingSounds.Add(s);
|
|
}
|
|
commited = true;
|
|
}
|
|
|
|
async UniTaskVoid PlayDeferred()
|
|
{
|
|
await UniTask.WaitUntil(() => !Conductor.instance.WaitingForDsp, PlayerLoopTiming.LastUpdate);
|
|
Debug.Log("Multisound DSP ready, playing");
|
|
CommitPlay();
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (!commited) return;
|
|
foreach (Util.Sound sound in playingSounds)
|
|
{
|
|
if (sound == null) continue;
|
|
if (!sound.available) return;
|
|
}
|
|
Destroy(gameObject);
|
|
}
|
|
|
|
public void Delete()
|
|
{
|
|
foreach (Util.Sound sound in playingSounds)
|
|
{
|
|
GameManager.instance.SoundObjects.Release(sound);
|
|
}
|
|
Destroy(gameObject);
|
|
}
|
|
|
|
public void StopAll()
|
|
{
|
|
foreach (Util.Sound sound in playingSounds)
|
|
{
|
|
sound.Stop();
|
|
}
|
|
}
|
|
}
|
|
} |