HeavenStudioPlus/Assets/Scripts/Util/MultiSound.cs

127 lines
4 KiB
C#
Raw Normal View History

2022-01-21 01:24:30 +00:00
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Cysharp.Threading.Tasks;
2022-01-21 01:24:30 +00:00
2022-03-14 14:21:05 +00:00
namespace HeavenStudio.Util
2022-01-21 01:24:30 +00:00
{
public class MultiSound : MonoBehaviour
{
private double startBeat;
2022-02-03 03:58:08 +00:00
private bool game;
private bool forcePlay;
private bool commited;
2022-01-21 01:24:30 +00:00
public List<Sound> sounds = new List<Sound>();
public List<Util.Sound> playingSounds = new List<Util.Sound>();
2022-01-21 01:24:30 +00:00
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; }
public bool ignoreSwing {get; set; }
2022-01-21 01:24:30 +00:00
public Sound(string name, double beat, float pitch = 1f, float volume = 1f, bool looping = false, double offset = 0f, bool ignoreSwing = false)
2022-01-21 01:24:30 +00:00
{
this.name = name;
this.pitch = pitch;
this.volume = volume;
this.looping = looping;
this.offset = offset;
if (ignoreSwing) this.beat = Conductor.instance.GetSwungBeat(beat);
else this.beat = beat;
2022-01-21 01:24:30 +00:00
}
}
public static MultiSound Play(Sound[] sounds, bool game = true, bool forcePlay = false, bool ignoreSwing = false)
2022-01-21 01:24:30 +00:00
{
return Play(sounds.ToList(), game, forcePlay, ignoreSwing);
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
}
public static MultiSound Play(List<Sound> sounds, bool game = true, bool forcePlay = false, bool ignoreSwing = false)
Advanced Blocks (#720) * play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
{
if (Conductor.instance == null || sounds.Count < 1) return null;
GameObject go = new GameObject("MultiSound");
MultiSound ms = go.AddComponent<MultiSound>();
2022-01-21 01:24:30 +00:00
ms.sounds = sounds;
2022-02-03 03:58:08 +00:00
ms.game = game;
ms.forcePlay = forcePlay;
ms.commited = false;
if (ignoreSwing) ms.startBeat = Conductor.instance.GetSwungBeat(sounds[0].beat);
else ms.startBeat = sounds[0].beat;
if (Conductor.instance.WaitingForDsp)
{
Debug.Log("Multisound waiting for DSP, deferring play");
ms.PlayDeferred().Forget();
}
else
{
ms.CommitPlay();
}
2022-01-21 01:24:30 +00:00
return ms;
}
void CommitPlay()
{
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);
playingSounds.Add(s);
}
commited = true;
}
async UniTaskVoid PlayDeferred()
{
await UniTask.WaitUntil(() => !Conductor.instance.WaitingForDsp, PlayerLoopTiming.LastUpdate);
Debug.Log("Multisound DSP ready, playing");
CommitPlay();
2022-01-21 01:24:30 +00:00
}
private void Update()
{
if (!commited) return;
foreach (Util.Sound sound in playingSounds)
2022-01-21 01:24:30 +00:00
{
Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
if (sound == null) continue;
if (!sound.available) return;
2022-01-21 01:24:30 +00:00
}
Destroy(gameObject);
2022-01-21 01:24:30 +00:00
}
public void Delete()
{
foreach (Util.Sound sound in playingSounds)
{
GameManager.instance.SoundObjects.Release(sound);
}
Destroy(gameObject);
}
public void StopAll(bool destroy = false)
{
foreach (Util.Sound sound in playingSounds)
{
sound.KillLoop();
}
if (destroy)
{
Destroy(gameObject);
}
}
2022-01-21 01:24:30 +00:00
}
}