HeavenStudioPlus/Assets/Scripts/Util/Sound.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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namespace HeavenStudio.Util
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{
public class Sound : MonoBehaviour
{
public AudioClip clip;
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public float pitch = 1;
public float volume = 1;
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// For use with PlayOneShotScheduled
public bool scheduled;
public double scheduledTime;
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public bool looping;
public float loopEndBeat = -1;
public float fadeTime;
int loopIndex = 0;
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private AudioSource audioSource;
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private int pauseTimes = 0;
private double startTime;
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public float beat;
public float scheduledPitch = 1f;
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bool playInstant = false;
bool played = false;
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private void Start()
{
audioSource = GetComponent<AudioSource>();
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audioSource.clip = clip;
audioSource.pitch = pitch;
audioSource.volume = volume;
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audioSource.loop = looping;
if (beat == -1 && !scheduled)
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{
audioSource.PlayScheduled(AudioSettings.dspTime);
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playInstant = true;
played = true;
startTime = Conductor.instance.songPositionAsDouble;
StartCoroutine(NotRelyOnBeatSound());
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}
else
{
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playInstant = false;
scheduledPitch = Conductor.instance.musicSource.pitch;
startTime = (AudioSettings.dspTime + (Conductor.instance.GetSongPosFromBeat(beat) - Conductor.instance.songPositionAsDouble)/(double)scheduledPitch);
audioSource.PlayScheduled(startTime);
Debug.Log($"Scheduling future sound {clip.name} for beat {beat} (scheduled: {startTime}, current time: {AudioSettings.dspTime})");
}
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}
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private void Update()
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{
if (!played)
{
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if (scheduled)
{
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if (AudioSettings.dspTime > scheduledTime)
{
StartCoroutine(NotRelyOnBeatSound());
played = true;
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}
}
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else if (!playInstant)
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{
if (AudioSettings.dspTime > startTime)
{
played = true;
StartCoroutine(NotRelyOnBeatSound());
}
else
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{
if (!played && scheduledPitch != Conductor.instance.musicSource.pitch)
{
scheduledPitch = Conductor.instance.musicSource.pitch;
startTime = (AudioSettings.dspTime + (Conductor.instance.GetSongPosFromBeat(beat) - Conductor.instance.songPositionAsDouble)/(double)scheduledPitch);
audioSource.SetScheduledStartTime(startTime);
Debug.Log($"Rescheduling future sound {clip.name} for beat {beat} (scheduled: {startTime}, current time: {AudioSettings.dspTime})");
}
}
}
}
if (loopIndex < 1)
{
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if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set.
{
if (Conductor.instance.songPositionInBeats > loopEndBeat)
{
KillLoop(fadeTime);
loopIndex++;
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}
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}
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}
}
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IEnumerator NotRelyOnBeatSound()
{
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if (!looping) // Looping sounds are destroyed manually.
{
yield return new WaitForSeconds(clip.length / pitch);
Delete();
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}
}
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public void SetLoopParams(float endBeat, float fadeTime)
{
loopEndBeat = endBeat;
this.fadeTime = fadeTime;
}
public void Stop()
{
if (audioSource != null)
audioSource.Stop();
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}
public void Delete()
{
GameManager.instance.SoundObjects.Remove(gameObject);
Destroy(gameObject);
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}
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public void KillLoop(float fadeTime)
{
StartCoroutine(FadeLoop(fadeTime));
}
float loopFadeTimer = 0f;
IEnumerator FadeLoop(float fadeTime)
{
float startingVol = audioSource.volume;
while (loopFadeTimer < fadeTime)
{
loopFadeTimer += Time.deltaTime;
audioSource.volume = Mathf.Max((1f - (loopFadeTimer / fadeTime)) * startingVol, 0f);
yield return null;
}
Delete();
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}
}
}