f641ac0cee
* port conductor adjustments * scheduled sounds prebake * allow aiff files to be imported add vbr mp3 warning to readme * improve wording
247 lines
7.7 KiB
C#
247 lines
7.7 KiB
C#
using System;
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using System.Collections;
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using UnityEngine;
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using Starpelly;
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namespace HeavenStudio.Util
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{
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public class Sound : MonoBehaviour
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{
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public AudioClip clip;
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public float pitch = 1;
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public float bendedPitch = 1; //only used with rockers
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public float volume = 1;
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// For use with PlayOneShotScheduled
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public bool scheduled;
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public double scheduledTime;
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public bool looping;
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public double loopEndBeat = -1;
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public double fadeTime;
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int loopIndex = 0;
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private AudioSource audioSource;
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private int pauseTimes = 0;
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private double startTime;
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public double beat;
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public double offset;
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public float scheduledPitch = 1f;
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bool playInstant = false;
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bool played = false;
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bool queued = false;
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const double PREBAKE_TIME = 0.5;
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private void Start()
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{
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audioSource = GetComponent<AudioSource>();
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audioSource.clip = clip;
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audioSource.pitch = pitch;
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audioSource.volume = volume;
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audioSource.loop = looping;
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Conductor cnd = Conductor.instance;
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if (beat == -1 && !scheduled)
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{
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audioSource.Play();
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playInstant = true;
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played = true;
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startTime = AudioSettings.dspTime;
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StartCoroutine(NotRelyOnBeatSound());
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}
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else
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{
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playInstant = false;
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scheduledPitch = cnd.SongPitch;
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startTime = (AudioSettings.dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch) - offset;
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if (scheduledPitch != 0 && AudioSettings.dspTime >= startTime)
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{
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audioSource.PlayScheduled(startTime);
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queued = true;
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}
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}
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}
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private void Update()
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{
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Conductor cnd = Conductor.instance;
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double dspTime = AudioSettings.dspTime;
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if (!played)
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{
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if (scheduled)
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{
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if (!queued && dspTime > scheduledTime - PREBAKE_TIME)
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{
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audioSource.PlayScheduled(scheduledTime);
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queued = true;
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}
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if (scheduledPitch != 0 && dspTime > scheduledTime)
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{
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StartCoroutine(NotRelyOnBeatSound());
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played = true;
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}
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}
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else if (!playInstant)
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{
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if (!queued && dspTime > startTime - PREBAKE_TIME)
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{
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startTime = (dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch) - offset;
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audioSource.PlayScheduled(startTime);
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queued = true;
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}
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if (scheduledPitch != 0 && dspTime > startTime)
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{
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played = true;
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StartCoroutine(NotRelyOnBeatSound());
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}
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else
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{
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if (!played && scheduledPitch != cnd.SongPitch)
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{
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if (cnd.SongPitch == 0)
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{
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scheduledPitch = cnd.SongPitch;
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if (queued)
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audioSource.Pause();
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}
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else
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{
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if (scheduledPitch == 0)
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{
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audioSource.UnPause();
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}
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scheduledPitch = cnd.SongPitch;
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startTime = (dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch);
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if (queued)
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audioSource.SetScheduledStartTime(startTime);
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}
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}
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}
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}
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}
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if (loopIndex < 1)
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{
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if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set.
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{
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if (cnd.songPositionInBeats > loopEndBeat)
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{
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KillLoop(fadeTime);
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loopIndex++;
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}
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}
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}
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}
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IEnumerator NotRelyOnBeatSound()
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{
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if (!looping) // Looping sounds are destroyed manually.
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{
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yield return new WaitUntil(() => !audioSource.isPlaying);
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Delete();
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}
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}
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public void SetLoopParams(double endBeat, double fadeTime)
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{
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loopEndBeat = endBeat;
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this.fadeTime = fadeTime;
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}
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public void Stop()
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{
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if (audioSource != null)
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audioSource.Stop();
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}
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public void Pause()
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{
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if (audioSource != null)
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audioSource.Pause();
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}
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public void UnPause()
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{
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if (audioSource != null)
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audioSource.UnPause();
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}
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public void Delete()
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{
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GameManager.instance.SoundObjects.Remove(gameObject);
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Destroy(gameObject);
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}
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#region Bend
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// All of these should only be used with rockers.
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// minenice: consider doing these in the audio thread so they can work per-sample?
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public void BendUp(float bendTime, float bendedPitch)
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{
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this.bendedPitch = bendedPitch;
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StartCoroutine(BendUpLoop(bendTime));
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}
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public void BendDown(float bendTime)
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{
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StartCoroutine(BendDownLoop(bendTime));
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}
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IEnumerator BendUpLoop(float bendTime)
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{
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float startingPitch = audioSource.pitch;
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float bendTimer = 0f;
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while (bendTimer < bendTime)
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{
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bendTimer += Time.deltaTime;
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float normalizedProgress = Mathp.Normalize(bendTimer, 0, bendTime);
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float currentPitch = Mathf.Lerp(startingPitch, bendedPitch, normalizedProgress);
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audioSource.pitch = Mathf.Min(currentPitch, bendedPitch);
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yield return null;
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}
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}
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IEnumerator BendDownLoop(float bendTime)
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{
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float bendTimer = 0f;
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float startingPitch = pitch;
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while (bendTimer < bendTime)
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{
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bendTimer += Time.deltaTime;
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float normalizedProgress = Mathp.Normalize(bendTimer, 0, bendTime);
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float currentPitch = Mathf.Lerp(startingPitch, bendedPitch, 1 - normalizedProgress);
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audioSource.pitch = Mathf.Max(currentPitch, pitch);
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yield return null;
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}
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}
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#endregion
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public void KillLoop(double fadeTime)
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{
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StartCoroutine(FadeLoop(fadeTime));
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}
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float loopFadeTimer = 0f;
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IEnumerator FadeLoop(double fadeTime)
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{
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float startingVol = audioSource.volume;
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while (loopFadeTimer < fadeTime)
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{
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loopFadeTimer += Time.deltaTime;
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audioSource.volume = (float) Math.Max((1f - (loopFadeTimer / fadeTime)) * startingVol, 0.0);
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yield return null;
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}
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Delete();
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}
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}
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}
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