HeavenStudioPlus/Assets/Scripts/Util/MultiSound.cs

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
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namespace HeavenStudio.Util
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{
public class MultiSound : MonoBehaviour
{
private double startBeat;
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private bool game;
private bool forcePlay;
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public List<Sound> sounds = new List<Sound>();
public List<Util.Sound> playingSounds = new List<Util.Sound>();
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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; }
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public Sound(string name, double beat, float pitch = 1f, float volume = 1f, bool looping = false, double offset = 0f)
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{
this.name = name;
this.beat = beat;
this.pitch = pitch;
this.volume = volume;
this.looping = looping;
this.offset = offset;
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}
}
public static MultiSound Play(Sound[] snds, bool game = true, bool forcePlay = false)
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{
List<Sound> sounds = snds.ToList();
GameObject go = new GameObject("MultiSound");
MultiSound ms = go.AddComponent<MultiSound>();
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ms.sounds = sounds;
ms.startBeat = sounds[0].beat;
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ms.game = game;
ms.forcePlay = forcePlay;
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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);
ms.playingSounds.Add(s);
}
return ms;
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}
private void Update()
{
foreach (Util.Sound sound in playingSounds)
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{
if (!sound.available)
return;
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}
Destroy(gameObject);
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}
public void Delete()
{
foreach (Util.Sound sound in playingSounds)
{
GameManager.instance.SoundObjects.Release(sound);
}
Destroy(gameObject);
}
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}
}