HeavenStudio/Assets/Scripts/Util/Sound.cs
minenice55 f641ac0cee
Sound Scheduling Improvements (#491)
* port conductor adjustments

* scheduled sounds prebake

* allow aiff files to be imported

add vbr mp3 warning to readme

* improve wording
2023-06-25 02:32:08 +00:00

247 lines
7.7 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;
int loopIndex = 0;
private AudioSource audioSource;
private int pauseTimes = 0;
private double startTime;
public double beat;
public double offset;
public float scheduledPitch = 1f;
bool playInstant = false;
bool played = false;
bool queued = false;
const double PREBAKE_TIME = 0.5;
private void Start()
{
audioSource = GetComponent<AudioSource>();
audioSource.clip = clip;
audioSource.pitch = pitch;
audioSource.volume = volume;
audioSource.loop = looping;
Conductor cnd = Conductor.instance;
if (beat == -1 && !scheduled)
{
audioSource.Play();
playInstant = true;
played = true;
startTime = AudioSettings.dspTime;
StartCoroutine(NotRelyOnBeatSound());
}
else
{
playInstant = false;
scheduledPitch = cnd.SongPitch;
startTime = (AudioSettings.dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch) - offset;
if (scheduledPitch != 0 && AudioSettings.dspTime >= startTime)
{
audioSource.PlayScheduled(startTime);
queued = true;
}
}
}
private void Update()
{
Conductor cnd = Conductor.instance;
double dspTime = AudioSettings.dspTime;
if (!played)
{
if (scheduled)
{
if (!queued && dspTime > scheduledTime - PREBAKE_TIME)
{
audioSource.PlayScheduled(scheduledTime);
queued = true;
}
if (scheduledPitch != 0 && dspTime > scheduledTime)
{
StartCoroutine(NotRelyOnBeatSound());
played = true;
}
}
else if (!playInstant)
{
if (!queued && dspTime > startTime - PREBAKE_TIME)
{
startTime = (dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch) - offset;
audioSource.PlayScheduled(startTime);
queued = true;
}
if (scheduledPitch != 0 && dspTime > startTime)
{
played = true;
StartCoroutine(NotRelyOnBeatSound());
}
else
{
if (!played && scheduledPitch != cnd.SongPitch)
{
if (cnd.SongPitch == 0)
{
scheduledPitch = cnd.SongPitch;
if (queued)
audioSource.Pause();
}
else
{
if (scheduledPitch == 0)
{
audioSource.UnPause();
}
scheduledPitch = cnd.SongPitch;
startTime = (dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch);
if (queued)
audioSource.SetScheduledStartTime(startTime);
}
}
}
}
}
if (loopIndex < 1)
{
if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set.
{
if (cnd.songPositionInBeats > loopEndBeat)
{
KillLoop(fadeTime);
loopIndex++;
}
}
}
}
IEnumerator NotRelyOnBeatSound()
{
if (!looping) // Looping sounds are destroyed manually.
{
yield return new WaitUntil(() => !audioSource.isPlaying);
Delete();
}
}
public void SetLoopParams(double endBeat, double fadeTime)
{
loopEndBeat = endBeat;
this.fadeTime = fadeTime;
}
public void Stop()
{
if (audioSource != null)
audioSource.Stop();
}
public void Pause()
{
if (audioSource != null)
audioSource.Pause();
}
public void UnPause()
{
if (audioSource != null)
audioSource.UnPause();
}
public void Delete()
{
GameManager.instance.SoundObjects.Remove(gameObject);
Destroy(gameObject);
}
#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)
{
this.bendedPitch = bendedPitch;
StartCoroutine(BendUpLoop(bendTime));
}
public void BendDown(float bendTime)
{
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)
{
StartCoroutine(FadeLoop(fadeTime));
}
float 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;
}
Delete();
}
}
}