b1fab52ad9
* add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing
104 lines
3.5 KiB
C#
104 lines
3.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games
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{
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public class SoundEffects : MonoBehaviour
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{
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public enum CountNumbers { One, Two, Three, Four }
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public static string[] countNames = { "one", "two", "three", "four" };
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public static void Count(int type, bool alt)
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{
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string sound = countNames[type];
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if (!alt)
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sound += "1";
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else
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sound += "2";
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SoundByte.PlayOneShot("count-ins/" + sound);
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}
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public enum CountInType { Normal, Alt, Cowbell }
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public static string[] GetCountInSounds(string[] sounds, CountInType type)
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{
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for (int i = 0; i < sounds.Length; i++)
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{
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switch (type)
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{
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case CountInType.Normal:
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sounds[i] += "1";
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break;
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case CountInType.Alt:
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sounds[i] += "2";
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break;
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case CountInType.Cowbell:
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sounds[i] = "cowbell";
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break;
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}
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}
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return sounds;
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}
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public static void FourBeatCountIn(double beat, float length, int type)
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{
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string[] sounds = { "one", "two", "three", "four" };
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sounds = GetCountInSounds(sounds, (CountInType)type);
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("count-ins/" + sounds[0], beat),
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new MultiSound.Sound("count-ins/" + sounds[1], beat + 1f * length),
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new MultiSound.Sound("count-ins/" + sounds[2], beat + 2f * length),
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new MultiSound.Sound("count-ins/" + sounds[3], beat + 3f * length)
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}, false);
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}
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public static void EightBeatCountIn(double beat, float length, int type)
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{
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string[] sounds = { "one", "two", "one", "two", "three", "four" };
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sounds = GetCountInSounds(sounds, (CountInType)type);
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("count-ins/" + sounds[0], beat),
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new MultiSound.Sound("count-ins/" + sounds[1], beat + 2f * length),
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new MultiSound.Sound("count-ins/" + sounds[2], beat + 4f * length),
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new MultiSound.Sound("count-ins/" + sounds[3], beat + 5f * length),
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new MultiSound.Sound("count-ins/" + sounds[4], beat + 6f * length),
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new MultiSound.Sound("count-ins/" + sounds[5], beat + 7f * length)
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}, false);
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}
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public static void Cowbell()
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{
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SoundByte.PlayOneShot("count-ins/cowbell");
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}
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public static void Ready(double beat, float length)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("count-ins/ready1", beat),
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new MultiSound.Sound("count-ins/ready2", beat + 1f * length),
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}, false);
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}
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public static void And()
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{
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SoundByte.PlayOneShot("count-ins/and");
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}
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public static void Go(bool alt)
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{
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string sound = "count-ins/go";
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if (!alt)
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sound += "1";
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else
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sound += "2";
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SoundByte.PlayOneShot(sound);
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}
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}
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} |