2022-01-21 01:24:30 +00:00
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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2024-01-13 18:31:05 +00:00
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using Cysharp.Threading.Tasks;
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2022-01-21 01:24:30 +00:00
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2022-03-14 14:21:05 +00:00
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namespace HeavenStudio.Util
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2022-01-21 01:24:30 +00:00
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{
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public class MultiSound : MonoBehaviour
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{
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2023-06-10 19:13:29 +00:00
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private double startBeat;
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2022-02-03 03:58:08 +00:00
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private bool game;
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2022-03-08 04:46:49 +00:00
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private bool forcePlay;
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2024-01-13 18:31:05 +00:00
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private bool commited;
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2022-01-21 01:24:30 +00:00
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public List<Sound> sounds = new List<Sound>();
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2023-01-05 04:04:31 +00:00
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public List<Util.Sound> playingSounds = new List<Util.Sound>();
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2022-01-21 01:24:30 +00:00
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public class Sound
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{
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public string name { get; set; }
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2023-06-10 19:13:29 +00:00
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public double beat { get; set; }
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2022-03-20 23:46:12 +00:00
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public float pitch { get; set; }
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public float volume { get; set; }
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public bool looping { get; set; }
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2023-06-10 19:13:29 +00:00
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public double offset { get; set; }
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2024-05-12 02:17:46 +00:00
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public bool ignoreSwing {get; set; }
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2022-01-21 01:24:30 +00:00
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2024-05-12 02:17:46 +00:00
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public Sound(string name, double beat, float pitch = 1f, float volume = 1f, bool looping = false, double offset = 0f, bool ignoreSwing = false)
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2022-01-21 01:24:30 +00:00
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{
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this.name = name;
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2024-05-12 02:17:46 +00:00
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2022-03-20 23:46:12 +00:00
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this.pitch = pitch;
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this.volume = volume;
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this.looping = looping;
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this.offset = offset;
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2024-05-12 02:17:46 +00:00
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if (ignoreSwing) this.beat = Conductor.instance.GetSwungBeat(beat);
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else this.beat = beat;
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2022-01-21 01:24:30 +00:00
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}
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}
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2024-05-12 02:17:46 +00:00
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public static MultiSound Play(Sound[] sounds, bool game = true, bool forcePlay = false, bool ignoreSwing = false)
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2022-01-21 01:24:30 +00:00
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{
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2024-05-12 02:17:46 +00:00
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return Play(sounds.ToList(), game, forcePlay, ignoreSwing);
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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
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}
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2024-05-12 02:17:46 +00:00
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public static MultiSound Play(List<Sound> sounds, bool game = true, bool forcePlay = false, bool ignoreSwing = false)
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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
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{
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2024-03-04 03:50:46 +00:00
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if (Conductor.instance == null || sounds.Count < 1) return null;
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2024-01-13 18:31:05 +00:00
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2023-01-05 04:04:31 +00:00
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GameObject go = new GameObject("MultiSound");
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MultiSound ms = go.AddComponent<MultiSound>();
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2024-01-13 18:31:05 +00:00
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2022-01-21 01:24:30 +00:00
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ms.sounds = sounds;
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2024-05-12 02:17:46 +00:00
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2022-02-03 03:58:08 +00:00
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ms.game = game;
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2022-03-08 04:46:49 +00:00
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ms.forcePlay = forcePlay;
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2024-01-13 18:31:05 +00:00
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ms.commited = false;
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2024-05-12 02:17:46 +00:00
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if (ignoreSwing) ms.startBeat = Conductor.instance.GetSwungBeat(sounds[0].beat);
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else ms.startBeat = sounds[0].beat;
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2024-01-13 18:31:05 +00:00
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if (Conductor.instance.WaitingForDsp)
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{
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Debug.Log("Multisound waiting for DSP, deferring play");
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ms.PlayDeferred().Forget();
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}
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else
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{
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ms.CommitPlay();
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}
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2022-01-21 01:24:30 +00:00
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2024-01-13 18:31:05 +00:00
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return ms;
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}
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void CommitPlay()
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{
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2023-01-05 04:04:31 +00:00
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for (int i = 0; i < sounds.Count; i++)
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{
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Util.Sound s;
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if (game)
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2023-06-10 19:13:29 +00:00
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s = SoundByte.PlayOneShotGame(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay, sounds[i].offset);
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2023-01-05 04:04:31 +00:00
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else
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2023-06-10 19:13:29 +00:00
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s = SoundByte.PlayOneShot(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, null, sounds[i].offset);
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2024-01-13 18:31:05 +00:00
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playingSounds.Add(s);
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2023-01-05 04:04:31 +00:00
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}
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2024-01-13 18:31:05 +00:00
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commited = true;
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}
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2023-01-05 04:04:31 +00:00
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2024-01-13 18:31:05 +00:00
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async UniTaskVoid PlayDeferred()
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{
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await UniTask.WaitUntil(() => !Conductor.instance.WaitingForDsp, PlayerLoopTiming.LastUpdate);
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Debug.Log("Multisound DSP ready, playing");
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CommitPlay();
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2022-01-21 01:24:30 +00:00
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}
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private void Update()
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{
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if (!commited) return;
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2023-01-05 04:04:31 +00:00
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foreach (Util.Sound sound in playingSounds)
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2022-01-21 01:24:30 +00:00
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{
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2023-12-26 05:22:51 +00:00
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if (sound == null) continue;
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if (!sound.available) return;
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2022-01-21 01:24:30 +00:00
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}
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2023-09-11 22:28:04 +00:00
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Destroy(gameObject);
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2022-01-21 01:24:30 +00:00
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}
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2022-03-07 03:56:45 +00:00
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public void Delete()
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{
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2023-09-11 22:28:04 +00:00
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foreach (Util.Sound sound in playingSounds)
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{
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GameManager.instance.SoundObjects.Release(sound);
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}
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2022-03-07 03:56:45 +00:00
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Destroy(gameObject);
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}
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2024-03-29 02:35:11 +00:00
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2024-04-07 04:54:06 +00:00
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public void StopAll(bool destroy = false)
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2024-03-29 02:35:11 +00:00
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{
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foreach (Util.Sound sound in playingSounds)
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{
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2024-04-08 02:18:51 +00:00
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sound.KillLoop();
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2024-03-29 02:35:11 +00:00
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}
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2024-04-07 04:54:06 +00:00
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if (destroy)
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{
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Destroy(gameObject);
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}
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2024-03-29 02:35:11 +00:00
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}
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2022-01-21 01:24:30 +00:00
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}
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}
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