HeavenStudio/Assets/Scripts/Util/MultiSound.cs
playinful a0bec7acd0
Catch of the Day (#807)
* 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>
2024-03-29 02:35:11 +00:00

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();
}
}
}
}