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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 11:05:16 +00:00
parent
fba540f537
commit
25f469c26a
2 changed files with 84 additions and 8 deletions
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@ -1401,7 +1401,8 @@ namespace HeavenStudio.Games
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void SuccessHoldSpin()
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{
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player.StartSpinBook();
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SpinningLoop = Jukebox.PlayOneShotScheduledGame("cheerReaders/bookSpinLoop", Jukebox.PlayOneShotGame("cheerReaders/bookSpin").clip.length, 1, 1, true);
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Jukebox.PlayOneShotGame("cheerReaders/bookSpin");
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SpinningLoop = Jukebox.PlayOneShotScheduledGame("cheerReaders/bookSpinLoop", Jukebox.GetClipLengthGame("cheerReaders/bookSpin"), 1, 1, true);
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}
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void JustReleaseSpin(PlayerActionEvent caller, float state)
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@ -17,7 +17,7 @@ namespace HeavenStudio.Util
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}
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/// <summary>
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/// This is me just idiot-proofing.
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/// Ensures that the jukebox and one-shot audio source exist.
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/// </summary>
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public static void BasicCheck()
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{
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@ -45,12 +45,9 @@ namespace HeavenStudio.Util
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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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/// <summary>
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/// Stops all currently playing sounds.
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/// </summary>
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public static void KillOneShots()
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{
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if (oneShotAudioSource != null)
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@ -59,6 +56,63 @@ namespace HeavenStudio.Util
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}
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}
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/// <summary>
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/// Gets the length of an audio clip
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/// </summary>
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public static double GetClipLength(string name, float pitch = 1f, string game = null)
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{
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AudioClip clip = null;
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if (game != null)
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{
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string soundName = name.Split('/')[2];
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var inf = GameManager.instance.GetGameInfo(game);
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//first try the game's common assetbundle
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// Debug.Log("Jukebox loading sound " + soundName + " from common");
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clip = inf.GetCommonAssetBundle()?.LoadAsset<AudioClip>(soundName);
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//then the localized one
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if (clip == null)
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{
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// Debug.Log("Jukebox loading sound " + soundName + " from locale");
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clip = inf.GetLocalizedAssetBundle()?.LoadAsset<AudioClip>(soundName);
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}
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}
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//can't load from assetbundle, load from resources
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if (clip == null)
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{
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// Debug.Log("Jukebox loading sound " + name + " from resources");
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clip = Resources.Load<AudioClip>($"Sfx/{name}");
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}
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if (clip == null)
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{
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Debug.LogError($"Could not load clip {name}");
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return double.NaN;
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}
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return clip.length / pitch;
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}
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/// <summary>
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/// Gets the length of an audio clip
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/// Audio clip is fetched from minigame resources
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/// </summary>
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public static double GetClipLengthGame(string name, float pitch = 1f)
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{
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string gameName = name.Split('/')[0];
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var inf = GameManager.instance.GetGameInfo(gameName);
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if (inf != null)
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{
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return GetClipLength($"games/{name}", pitch, inf.usesAssetBundle ? gameName : null);
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}
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return double.NaN;
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}
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/// <summary>
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/// Fires a one-shot sound.
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/// Unpitched, non-scheduled, non-looping sounds are played using a global One-Shot audio source that doesn't create a Sound object.
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/// Looped sounds return their created Sound object so they can be canceled after creation.
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/// </summary>
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public static Sound PlayOneShot(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, string game = null)
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{
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AudioClip clip = null;
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@ -119,6 +173,9 @@ namespace HeavenStudio.Util
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}
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}
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/// <summary>
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/// Schedules a sound to be played at a specific time in seconds.
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/// </summary>
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public static Sound PlayOneShotScheduled(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, string game = null)
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{
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GameObject oneShot = new GameObject("oneShotScheduled");
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@ -162,6 +219,11 @@ namespace HeavenStudio.Util
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return snd;
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}
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/// <summary>
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/// Fires a one-shot sound located in minigame resources.
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/// Unpitched, non-scheduled, non-looping sounds are played using a global One-Shot audio source that doesn't create a Sound object.
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/// Looped sounds return their created Sound object so they can be canceled after creation.
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/// </summary>
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public static Sound PlayOneShotGame(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false)
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{
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string gameName = name.Split('/')[0];
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@ -174,6 +236,10 @@ namespace HeavenStudio.Util
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return null;
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}
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/// <summary>
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/// Schedules a sound to be played at a specific time in seconds.
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/// Audio clip is fetched from minigame resources
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/// </summary>
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public static Sound PlayOneShotScheduledGame(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false)
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{
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string gameName = name.Split('/')[0];
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@ -186,6 +252,9 @@ namespace HeavenStudio.Util
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return null;
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}
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/// <summary>
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/// Stops a looping Sound
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/// </summary>
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public static void KillLoop(Sound source, float fadeTime)
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{
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// Safeguard against previously-destroyed sounds.
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@ -195,6 +264,9 @@ namespace HeavenStudio.Util
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source.KillLoop(fadeTime);
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}
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/// <summary>
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/// Gets a pitch multiplier from semitones.
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/// </summary>
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public static float GetPitchFromSemiTones(int semiTones, bool pitchToMusic)
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{
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if (pitchToMusic)
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@ -207,6 +279,9 @@ namespace HeavenStudio.Util
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}
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}
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/// <summary>
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/// Gets a pitch multiplier from cents.
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/// </summary>
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public static float GetPitchFromCents(int cents, bool pitchToMusic)
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{
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if (pitchToMusic)
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