2021-12-21 01:10:49 +00:00
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace RhythmHeavenMania.Util
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{
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public class Jukebox
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{
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public enum AudioType
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{
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OGG,
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WAV
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}
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/// <summary>
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/// This is me just idiot-proofing.
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/// </summary>
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public static void BasicCheck()
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{
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if (FindJukebox() == null)
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{
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GameObject Jukebox = new GameObject("Jukebox");
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Jukebox.AddComponent<AudioSource>();
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Jukebox.tag = "Jukebox";
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}
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}
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public static GameObject FindJukebox()
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{
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if (GameObject.FindGameObjectWithTag("Jukebox") != null)
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return GameObject.FindGameObjectWithTag("Jukebox");
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else
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return null;
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}
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public static void SetVolume(float volume)
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{
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BasicCheck();
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FindJukebox().GetComponent<AudioSource>().volume = volume;
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}
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2022-03-07 09:34:38 +00:00
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public static AudioSource PlayOneShot(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false)
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2021-12-21 01:10:49 +00:00
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{
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GameObject oneShot = new GameObject("oneShot");
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2022-01-21 01:24:30 +00:00
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AudioSource audioSource = oneShot.AddComponent<AudioSource>();
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2022-02-05 04:40:33 +00:00
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//audioSource.outputAudioMixerGroup = Settings.GetSFXMixer();
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2022-01-21 01:24:30 +00:00
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audioSource.playOnAwake = false;
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2021-12-21 01:10:49 +00:00
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Sound snd = oneShot.AddComponent<Sound>();
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2022-01-15 07:08:23 +00:00
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AudioClip clip = Resources.Load<AudioClip>($"Sfx/{name}");
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snd.clip = clip;
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2022-01-21 01:24:30 +00:00
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snd.beat = beat;
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2022-03-07 09:16:31 +00:00
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snd.pitch = pitch;
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2022-03-07 09:34:38 +00:00
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snd.volume = volume;
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2022-03-07 09:16:31 +00:00
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snd.looping = looping;
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2022-01-15 07:08:23 +00:00
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// snd.pitch = (clip.length / Conductor.instance.secPerBeat);
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2022-01-21 01:24:30 +00:00
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GameManager.instance.SoundObjects.Add(oneShot);
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2022-02-11 07:21:43 +00:00
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return audioSource;
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2021-12-21 01:10:49 +00:00
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}
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2021-12-23 22:39:03 +00:00
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2022-03-07 09:34:38 +00:00
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public static AudioSource PlayOneShotScheduled(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false)
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2022-02-05 13:08:33 +00:00
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{
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GameObject oneShot = new GameObject("oneShotScheduled");
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var audioSource = oneShot.AddComponent<AudioSource>();
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audioSource.playOnAwake = false;
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var snd = oneShot.AddComponent<Sound>();
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var clip = Resources.Load<AudioClip>($"Sfx/{name}");
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audioSource.clip = clip;
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snd.clip = clip;
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2022-03-07 09:16:31 +00:00
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snd.pitch = pitch;
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2022-03-07 09:34:38 +00:00
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snd.volume = volume;
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2022-03-07 09:16:31 +00:00
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snd.looping = looping;
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2022-02-05 13:08:33 +00:00
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snd.scheduled = true;
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snd.scheduledTime = targetTime;
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audioSource.PlayScheduled(targetTime);
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GameManager.instance.SoundObjects.Add(oneShot);
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2022-02-11 07:21:43 +00:00
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return audioSource;
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2022-02-05 13:08:33 +00:00
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}
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2022-03-08 05:27:36 +00:00
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public static AudioSource PlayOneShotGame(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false)
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2021-12-23 22:39:03 +00:00
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{
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2022-03-08 04:46:49 +00:00
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if (GameManager.instance.currentGame == name.Split('/')[0] || forcePlay)
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2022-01-21 01:24:30 +00:00
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{
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2022-03-07 09:34:38 +00:00
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return PlayOneShot($"games/{name}", beat, pitch, volume, looping);
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2022-01-21 01:24:30 +00:00
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}
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2022-02-11 07:21:43 +00:00
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return null;
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2021-12-23 22:39:03 +00:00
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}
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2022-02-05 13:08:33 +00:00
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2022-03-08 05:27:36 +00:00
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public static AudioSource PlayOneShotScheduledGame(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false)
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2022-02-05 13:08:33 +00:00
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{
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2022-03-08 04:46:49 +00:00
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if (GameManager.instance.currentGame == name.Split('/')[0] || forcePlay)
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2022-02-05 13:08:33 +00:00
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{
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2022-03-07 09:34:38 +00:00
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return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping);
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2022-02-05 13:08:33 +00:00
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}
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2022-02-11 07:21:43 +00:00
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return null;
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2022-02-05 13:08:33 +00:00
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}
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2022-03-07 09:16:31 +00:00
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2022-03-10 03:50:19 +00:00
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// Loops play forever by default unless you set their params via this method.
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public static void SetLoopParams(AudioSource source, float endBeat, float fadeTime)
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{
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if (source == null)
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return;
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var snd = source.GetComponent<Sound>();
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snd.loopEndBeat = endBeat;
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snd.fadeTime = fadeTime;
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}
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2022-03-07 09:16:31 +00:00
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public static void KillLoop(AudioSource source, float fadeTime)
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{
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2022-03-07 09:41:07 +00:00
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// Safeguard against previously-destroyed sounds.
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if (source == null)
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return;
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2022-03-07 09:16:31 +00:00
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source.GetComponent<Sound>().KillLoop(fadeTime);
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}
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2021-12-21 01:10:49 +00:00
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}
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}
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