HeavenStudioPlus/Assets/Scripts/Util/Jukebox.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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namespace HeavenStudio.Util
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{
public class Jukebox
{
public enum AudioType
{
OGG,
WAV
}
/// <summary>
/// This is me just idiot-proofing.
/// </summary>
public static void BasicCheck()
{
if (FindJukebox() == null)
{
GameObject Jukebox = new GameObject("Jukebox");
Jukebox.AddComponent<AudioSource>();
Jukebox.tag = "Jukebox";
}
}
public static GameObject FindJukebox()
{
if (GameObject.FindGameObjectWithTag("Jukebox") != null)
return GameObject.FindGameObjectWithTag("Jukebox");
else
return null;
}
public static void SetVolume(float volume)
{
BasicCheck();
FindJukebox().GetComponent<AudioSource>().volume = volume;
}
public static Sound PlayOneShot(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, string game = null)
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{
GameObject oneShot = new GameObject("oneShot");
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AudioSource audioSource = oneShot.AddComponent<AudioSource>();
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//audioSource.outputAudioMixerGroup = Settings.GetSFXMixer();
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audioSource.playOnAwake = false;
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Sound snd = oneShot.AddComponent<Sound>();
AudioClip clip = null;
if (game != null)
{
string soundName = name.Split('/')[2];
var inf = GameManager.instance.GetGameInfo(game);
//first try the game's common assetbundle
// Debug.Log("Jukebox loading sound " + soundName + " from common");
clip = inf.GetCommonAssetBundle()?.LoadAsset<AudioClip>(soundName);
//then the localized one
if (clip == null)
{
// Debug.Log("Jukebox loading sound " + soundName + " from locale");
clip = inf.GetLocalizedAssetBundle()?.LoadAsset<AudioClip>(soundName);
}
}
//can't load from assetbundle, load from resources
if (clip == null)
{
// Debug.Log("Jukebox loading sound " + name + " from resources");
clip = Resources.Load<AudioClip>($"Sfx/{name}");
}
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snd.clip = clip;
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snd.beat = beat;
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snd.pitch = pitch;
snd.volume = volume;
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snd.looping = looping;
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// snd.pitch = (clip.length / Conductor.instance.secPerBeat);
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GameManager.instance.SoundObjects.Add(oneShot);
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return snd;
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}
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public static Sound PlayOneShotScheduled(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, string game = null)
{
GameObject oneShot = new GameObject("oneShotScheduled");
var audioSource = oneShot.AddComponent<AudioSource>();
audioSource.playOnAwake = false;
var snd = oneShot.AddComponent<Sound>();
AudioClip clip = null;
if (game != null)
{
string soundName = name.Split('/')[2];
var inf = GameManager.instance.GetGameInfo(game);
//first try the game's common assetbundle
// Debug.Log("Jukebox loading sound " + soundName + " from common");
clip = inf.GetCommonAssetBundle()?.LoadAsset<AudioClip>(soundName);
//then the localized one
if (clip == null)
{
// Debug.Log("Jukebox loading sound " + soundName + " from locale");
clip = inf.GetLocalizedAssetBundle()?.LoadAsset<AudioClip>(soundName);
}
}
//can't load from assetbundle, load from resources
if (clip == null)
clip = Resources.Load<AudioClip>($"Sfx/{name}");
audioSource.clip = clip;
snd.clip = clip;
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snd.pitch = pitch;
snd.volume = volume;
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snd.looping = looping;
snd.scheduled = true;
snd.scheduledTime = targetTime;
audioSource.PlayScheduled(targetTime);
GameManager.instance.SoundObjects.Add(oneShot);
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return snd;
}
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public static Sound PlayOneShotGame(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false)
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{
string gameName = name.Split('/')[0];
var inf = GameManager.instance.GetGameInfo(gameName);
if (GameManager.instance.currentGame == gameName || forcePlay)
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{
return PlayOneShot($"games/{name}", beat, pitch, volume, looping, inf.usesAssetBundle ? gameName : null);
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}
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return null;
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}
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public static Sound PlayOneShotScheduledGame(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false)
{
string gameName = name.Split('/')[0];
var inf = GameManager.instance.GetGameInfo(gameName);
if (GameManager.instance.currentGame == gameName || forcePlay)
{
return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping, inf.usesAssetBundle ? gameName : null);
}
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return null;
}
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public static void KillLoop(Sound source, float fadeTime)
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{
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// Safeguard against previously-destroyed sounds.
if (source == null)
return;
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source.KillLoop(fadeTime);
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}
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}
}