mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-09 11:15:07 +00:00
Sound Scheduling Improvements (#491)
* port conductor adjustments * scheduled sounds prebake * allow aiff files to be imported add vbr mp3 warning to readme * improve wording
This commit is contained in:
parent
2d289376e9
commit
25cae2aff9
7 changed files with 80 additions and 31 deletions
4
.gitignore
vendored
4
.gitignore
vendored
|
@ -83,4 +83,6 @@ crashlytics-build.properties
|
|||
# Built AssetBundles
|
||||
/[Aa]ssets/[Ss]treamingAssets/*/*
|
||||
/[Aa]ssets/[Ss]treamingAssets/*.manifest
|
||||
/[Aa]ssets/[Ss]treamingAssets/*.meta
|
||||
/[Aa]ssets/[Ss]treamingAssets/*.meta
|
||||
/[Aa]ssets/[Ss]treamingAssets/[Ss]treamingAssets
|
||||
Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset
|
||||
|
|
|
@ -88,27 +88,33 @@ namespace HeavenStudio
|
|||
minigamePitch = pitch;
|
||||
musicSource.pitch = SongPitch;
|
||||
}
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
musicSource.priority = 0;
|
||||
}
|
||||
|
||||
public void SetBeat(double beat)
|
||||
{
|
||||
double secFromBeat = GetSongPosFromBeat(beat);
|
||||
var chart = GameManager.instance.Beatmap;
|
||||
double offset = chart.data.offset;
|
||||
double startPos = GetSongPosFromBeat(beat);
|
||||
|
||||
if (musicSource.clip != null)
|
||||
{
|
||||
if (secFromBeat < musicSource.clip.length)
|
||||
musicSource.time = (float) secFromBeat;
|
||||
else
|
||||
musicSource.time = 0;
|
||||
}
|
||||
double dspTime = AudioSettings.dspTime;
|
||||
|
||||
GameManager.instance.SetCurrentEventToClosest((float) beat);
|
||||
songPosBeat = beat;
|
||||
time = startPos;
|
||||
firstBeatOffset = offset;
|
||||
|
||||
SeekMusicToTime(startPos);
|
||||
|
||||
songPosBeat = GetBeatFromSongPos(time);
|
||||
|
||||
GameManager.instance.SetCurrentEventToClosest(beat);
|
||||
}
|
||||
|
||||
public void Play(double beat)
|
||||
|
@ -116,35 +122,35 @@ namespace HeavenStudio
|
|||
if (isPlaying) return;
|
||||
var chart = GameManager.instance.Beatmap;
|
||||
double offset = chart.data.offset;
|
||||
bool negativeOffset = offset < 0;
|
||||
double dspTime = AudioSettings.dspTime;
|
||||
GameManager.instance.SortEventsList();
|
||||
|
||||
double startPos = GetSongPosFromBeat(beat);
|
||||
firstBeatOffset = offset;
|
||||
time = startPos;
|
||||
|
||||
if (musicSource.clip != null && startPos < musicSource.clip.length - offset)
|
||||
{
|
||||
// https://www.desmos.com/calculator/81ywfok6xk
|
||||
SeekMusicToTime(startPos);
|
||||
double musicStartDelay = -offset - startPos;
|
||||
if (musicStartDelay > 0)
|
||||
{
|
||||
musicSource.time = 0;
|
||||
// this can break if the user changes pitch before the audio starts playing
|
||||
musicScheduledTime = dspTime + musicStartDelay / SongPitch;
|
||||
musicScheduledPitch = SongPitch;
|
||||
musicSource.PlayScheduled(musicScheduledTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
musicSource.time = (float)-musicStartDelay;
|
||||
musicSource.PlayScheduled(dspTime);
|
||||
musicScheduledTime = dspTime;
|
||||
musicScheduledPitch = SongPitch;
|
||||
|
||||
musicSource.Play();
|
||||
}
|
||||
}
|
||||
|
||||
songPosBeat = GetBeatFromSongPos(time);
|
||||
startTime = DateTime.Now;
|
||||
lastAbsTime = (DateTime.Now - startTime).TotalSeconds;
|
||||
lastAbsTime = 0;
|
||||
lastDspTime = AudioSettings.dspTime;
|
||||
dspStart = dspTime;
|
||||
startBeat = songPosBeat;
|
||||
|
@ -175,6 +181,26 @@ namespace HeavenStudio
|
|||
musicSource.Stop();
|
||||
}
|
||||
|
||||
void SeekMusicToTime(double startPos)
|
||||
{
|
||||
double offset = GameManager.instance.Beatmap.data.offset;
|
||||
if (musicSource.clip != null && startPos < musicSource.clip.length - offset)
|
||||
{
|
||||
// https://www.desmos.com/calculator/81ywfok6xk
|
||||
double musicStartDelay = -offset - startPos;
|
||||
if (musicStartDelay > 0)
|
||||
{
|
||||
musicSource.timeSamples = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
int freq = musicSource.clip.frequency;
|
||||
int samples = (int)(freq * (startPos + offset));
|
||||
|
||||
musicSource.timeSamples = samples;
|
||||
}
|
||||
}
|
||||
}
|
||||
double deltaTimeReal { get {
|
||||
double ret = absTime - lastAbsTime;
|
||||
lastAbsTime = absTime;
|
||||
|
@ -217,7 +243,7 @@ namespace HeavenStudio
|
|||
time += dt * SongPitch;
|
||||
|
||||
songPos = time;
|
||||
songPosBeat = GetBeatFromSongPos(songPos - firstBeatOffset);
|
||||
songPosBeat = GetBeatFromSongPos(songPos);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -349,7 +375,7 @@ namespace HeavenStudio
|
|||
public double GetBeatFromSongPos(double seconds)
|
||||
{
|
||||
double lastTempoChangeBeat = 0f;
|
||||
double counterSeconds = -firstBeatOffset;
|
||||
double counterSeconds = 0;
|
||||
float lastBpm = 120f;
|
||||
|
||||
foreach (RiqEntity t in GameManager.instance.Beatmap.TempoChanges)
|
||||
|
|
|
@ -250,7 +250,7 @@ namespace HeavenStudio.Editor
|
|||
{
|
||||
var extensions = new[]
|
||||
{
|
||||
new ExtensionFilter("Music Files", "mp3", "ogg", "wav")
|
||||
new ExtensionFilter("Music Files", "mp3", "ogg", "wav", "aiff", "aif", "aifc")
|
||||
};
|
||||
|
||||
#if UNITY_STANDALONE_WINDOWS
|
||||
|
|
|
@ -33,7 +33,9 @@ namespace HeavenStudio.Util
|
|||
|
||||
bool playInstant = false;
|
||||
bool played = false;
|
||||
bool queued = false;
|
||||
|
||||
const double PREBAKE_TIME = 0.5;
|
||||
private void Start()
|
||||
{
|
||||
audioSource = GetComponent<AudioSource>();
|
||||
|
@ -56,18 +58,29 @@ namespace HeavenStudio.Util
|
|||
playInstant = false;
|
||||
scheduledPitch = cnd.SongPitch;
|
||||
startTime = (AudioSettings.dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch) - offset;
|
||||
audioSource.PlayScheduled(startTime);
|
||||
|
||||
if (scheduledPitch != 0 && AudioSettings.dspTime >= startTime)
|
||||
{
|
||||
audioSource.PlayScheduled(startTime);
|
||||
queued = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
Conductor cnd = Conductor.instance;
|
||||
double dspTime = AudioSettings.dspTime;
|
||||
if (!played)
|
||||
{
|
||||
if (scheduled)
|
||||
{
|
||||
if (scheduledPitch != 0 && AudioSettings.dspTime > scheduledTime)
|
||||
if (!queued && dspTime > scheduledTime - PREBAKE_TIME)
|
||||
{
|
||||
audioSource.PlayScheduled(scheduledTime);
|
||||
queued = true;
|
||||
}
|
||||
if (scheduledPitch != 0 && dspTime > scheduledTime)
|
||||
{
|
||||
StartCoroutine(NotRelyOnBeatSound());
|
||||
played = true;
|
||||
|
@ -75,7 +88,13 @@ namespace HeavenStudio.Util
|
|||
}
|
||||
else if (!playInstant)
|
||||
{
|
||||
if (scheduledPitch != 0 && AudioSettings.dspTime > startTime)
|
||||
if (!queued && dspTime > startTime - PREBAKE_TIME)
|
||||
{
|
||||
startTime = (dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch) - offset;
|
||||
audioSource.PlayScheduled(startTime);
|
||||
queued = true;
|
||||
}
|
||||
if (scheduledPitch != 0 && dspTime > startTime)
|
||||
{
|
||||
played = true;
|
||||
StartCoroutine(NotRelyOnBeatSound());
|
||||
|
@ -87,7 +106,8 @@ namespace HeavenStudio.Util
|
|||
if (cnd.SongPitch == 0)
|
||||
{
|
||||
scheduledPitch = cnd.SongPitch;
|
||||
audioSource.Pause();
|
||||
if (queued)
|
||||
audioSource.Pause();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -96,8 +116,9 @@ namespace HeavenStudio.Util
|
|||
audioSource.UnPause();
|
||||
}
|
||||
scheduledPitch = cnd.SongPitch;
|
||||
startTime = (AudioSettings.dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch);
|
||||
audioSource.SetScheduledStartTime(startTime);
|
||||
startTime = (dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch);
|
||||
if (queued)
|
||||
audioSource.SetScheduledStartTime(startTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -121,7 +142,7 @@ namespace HeavenStudio.Util
|
|||
{
|
||||
if (!looping) // Looping sounds are destroyed manually.
|
||||
{
|
||||
yield return new WaitForSeconds(clip.length / pitch);
|
||||
yield return new WaitUntil(() => !audioSource.isPlaying);
|
||||
Delete();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -235,7 +235,6 @@ namespace HeavenStudio.Util
|
|||
|
||||
snd.scheduled = true;
|
||||
snd.scheduledTime = targetTime;
|
||||
audioSource.PlayScheduled(targetTime);
|
||||
|
||||
GameManager.instance.SoundObjects.Add(oneShot);
|
||||
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
"com.unity.nuget.newtonsoft-json": "3.2.1",
|
||||
"jillejr.newtonsoft.json-for-unity.converters": "1.5.1"
|
||||
},
|
||||
"hash": "2fb235a6da261fb1ae60112f9e9ba0d924e96bb8"
|
||||
"hash": "ac56f4d95417af5dbedf20f3b8d79b9f67c72659"
|
||||
},
|
||||
"com.unity.2d.sprite": {
|
||||
"version": "1.0.0",
|
||||
|
|
|
@ -39,6 +39,7 @@ These builds include experimental new features that will not be included in Rele
|
|||
|
||||
|
||||
#### Important Notes:
|
||||
- MP3 audio with variable bitrate encoding may [desync when seeking in the editor](https://github.com/RHeavenStudio/HeavenStudio/issues/490). Either use MP3s with constant bitrate encoding or use one of our other supported formats (OGG Vorbis, WAV...)
|
||||
- On MacOS and Linux builds you may [experience bugs with audio-related tasks](https://github.com/RHeavenStudio/HeavenStudio/issues/72), but in most cases Heaven Studio works perfectly.
|
||||
- On MacOS you'll need to have Discord open in the background for now, there's a bug that causes the DiscordSDK library to crash when the rich presence is updated while Discord is not open in the background.
|
||||
|
||||
|
|
Loading…
Reference in a new issue