mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-29 04:53:06 +00:00
fix certain types of sounds firing a frame late
This commit is contained in:
parent
8c74aab37d
commit
294cdf9a8e
5 changed files with 74 additions and 52 deletions
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@ -189,6 +189,7 @@ namespace HeavenStudio
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RiqBeatmap chart = GameManager.instance.Beatmap;
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RiqBeatmap chart = GameManager.instance.Beatmap;
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double offset = chart.data.offset;
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double offset = chart.data.offset;
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double dspTime = AudioSettings.dspTime;
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double dspTime = AudioSettings.dspTime;
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dspStart = dspTime;
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startPos = GetSongPosFromBeat(beat);
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startPos = GetSongPosFromBeat(beat);
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firstBeatOffset = offset;
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firstBeatOffset = offset;
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@ -213,10 +214,6 @@ namespace HeavenStudio
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musicSource.pitch = timelinePitch;
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musicSource.pitch = timelinePitch;
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Debug.Log($"playback scheduled for dsptime {dspStart}");
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Debug.Log($"playback scheduled for dsptime {dspStart}");
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}
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}
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if (musicSource.clip == null)
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{
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dspStart = dspTime;
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}
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songPosBeat = beat;
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songPosBeat = beat;
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startBeat = songPosBeat;
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startBeat = songPosBeat;
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@ -404,7 +401,7 @@ namespace HeavenStudio
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}
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}
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}
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}
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double MapTimeToPitchChanges(double time)
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public double MapTimeToPitchChanges(double time)
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{
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{
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double counter = 0;
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double counter = 0;
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double lastChangeTime = 0;
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double lastChangeTime = 0;
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@ -21,7 +21,7 @@ namespace HeavenStudio
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[Header("Lists")]
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[Header("Lists")]
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[NonSerialized] public RiqBeatmap Beatmap = new();
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[NonSerialized] public RiqBeatmap Beatmap = new();
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private List<GameObject> preloadedGames = new();
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private Dictionary<string, GameObject> cachedGamePrefabs = new();
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[NonSerialized] public ObjectPool<Sound> SoundObjects;
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[NonSerialized] public ObjectPool<Sound> SoundObjects;
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[Header("Components")]
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[Header("Components")]
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@ -1092,9 +1092,11 @@ namespace HeavenStudio
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{
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{
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ResetCamera(); // resetting camera before setting new minigame so minigames can set camera values in their awake call - Rasmus
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ResetCamera(); // resetting camera before setting new minigame so minigames can set camera values in their awake call - Rasmus
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Destroy(currentGameO);
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GameObject prefab = GetGame(game);
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if (prefab == null) return;
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currentGameO = Instantiate(GetGame(game));
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Destroy(currentGameO);
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currentGameO = Instantiate(prefab);
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if (currentGameO.TryGetComponent<Minigame>(out var minigame))
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if (currentGameO.TryGetComponent<Minigame>(out var minigame))
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{
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{
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_currentMinigame = minigame;
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_currentMinigame = minigame;
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@ -1112,6 +1114,7 @@ namespace HeavenStudio
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public void DestroyGame()
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public void DestroyGame()
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{
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{
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cachedGamePrefabs.Clear();
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SetGame("noGame");
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SetGame("noGame");
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}
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}
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@ -1152,19 +1155,26 @@ namespace HeavenStudio
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.Select(x => GetGameInfo(x))
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.Select(x => GetGameInfo(x))
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.Where(x => x != null)
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.Where(x => x != null)
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.Where(x => !x.fxOnly)
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.Where(x => !x.fxOnly)
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.Select(x => x.LoadableName);
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.Where(x => x.LoadableName is not "noGame" or "" or null);
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name = gameInfos.FirstOrDefault() ?? "noGame";
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if (gameInfos.Count() > 0)
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{
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gameInfo = gameInfos.FirstOrDefault();
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if (gameInfo == null) return Resources.Load<GameObject>($"Games/noGame");
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}
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}
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else
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else
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{
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{
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return Resources.Load<GameObject>($"Games/noGame");
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}
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}
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if (gameInfo.usesAssetBundle)
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if (gameInfo.usesAssetBundle)
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{
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{
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//game is packed in an assetbundle, load from that instead
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//game is packed in an assetbundle, load from that instead
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if (gameInfo.AssetsLoaded && gameInfo.LoadedPrefab != null) return gameInfo.LoadedPrefab;
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if (gameInfo.AssetsLoaded && gameInfo.LoadedPrefab != null) return gameInfo.LoadedPrefab;
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// couldn't load cached prefab, try loading from assetbundle
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try
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try
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{
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{
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return gameInfo.GetCommonAssetBundle().LoadAsset<GameObject>(name);
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Debug.LogWarning($"Game prefab wasn't cached, loading from assetbundle for game {name}");
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return gameInfo.LoadGamePrefab();
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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@ -1172,10 +1182,14 @@ namespace HeavenStudio
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return Resources.Load<GameObject>($"Games/{name}");
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return Resources.Load<GameObject>($"Games/{name}");
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}
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}
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}
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}
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}
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}
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return Resources.Load<GameObject>($"Games/{name}");
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return Resources.Load<GameObject>($"Games/{name}");
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}
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}
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else
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{
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Debug.LogWarning($"Game {name} not found, using noGame");
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return Resources.Load<GameObject>($"Games/noGame");
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}
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}
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public Minigames.Minigame GetGameInfo(string name)
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public Minigames.Minigame GetGameInfo(string name)
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{
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{
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@ -479,9 +479,7 @@ namespace HeavenStudio
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{
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{
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if (AssetsLoaded || !usesAssetBundle) return;
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if (AssetsLoaded || !usesAssetBundle) return;
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await UniTask.WhenAll(LoadCommonAssetBundleAsync(), LoadLocalizedAssetBundleAsync());
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await UniTask.WhenAll(LoadCommonAssetBundleAsync(), LoadLocalizedAssetBundleAsync());
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await UniTask.WhenAll(LoadGamePrefabAsync());
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await UniTask.WhenAll(LoadGamePrefabAsync(), LoadCommonAudioClips(), LoadLocalizedAudioClips());
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await UniTask.WhenAll(LoadCommonAudioClips());
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await UniTask.WhenAll(LoadLocalizedAudioClips());
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}
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}
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public async UniTask LoadCommonAssetBundleAsync()
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public async UniTask LoadCommonAssetBundleAsync()
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@ -547,6 +545,14 @@ namespace HeavenStudio
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}
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}
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}
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}
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public GameObject LoadGamePrefab()
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{
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if (!usesAssetBundle) return null;
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loadedPrefab = GetCommonAssetBundle().LoadAsset<GameObject>(name);
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return loadedPrefab;
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}
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public async UniTask LoadCommonAudioClips()
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public async UniTask LoadCommonAudioClips()
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{
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{
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if (!commonLoaded) return;
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if (!commonLoaded) return;
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@ -556,14 +562,6 @@ namespace HeavenStudio
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var assets = bundleCommon.LoadAllAssetsAsync();
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var assets = bundleCommon.LoadAllAssetsAsync();
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await assets;
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await assets;
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// await UniTask.SwitchToThreadPool();
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// foreach (var asset in assets.allAssets)
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// {
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// AudioClip clip = asset as AudioClip;
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// commonAudioClips.Add(clip.name, clip);
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// }
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// await UniTask.SwitchToMainThread();
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}
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}
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public async UniTask LoadLocalizedAudioClips()
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public async UniTask LoadLocalizedAudioClips()
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@ -575,14 +573,6 @@ namespace HeavenStudio
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var assets = bundleLocalized.LoadAllAssetsAsync();
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var assets = bundleLocalized.LoadAllAssetsAsync();
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await assets;
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await assets;
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// await UniTask.SwitchToThreadPool();
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// foreach (var asset in assets.allAssets)
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// {
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// AudioClip clip = asset as AudioClip;
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// localeAudioClips.Add(clip.name, clip);
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// }
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// await UniTask.SwitchToMainThread();
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}
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}
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public async UniTask UnloadAllAssets()
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public async UniTask UnloadAllAssets()
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@ -70,6 +70,7 @@ namespace HeavenStudio.Util
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audioSource = GetComponent<AudioSource>();
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audioSource = GetComponent<AudioSource>();
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cond = Conductor.instance;
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cond = Conductor.instance;
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double dspTime = AudioSettings.dspTime;
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available = false;
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available = false;
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audioSource.clip = clip;
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audioSource.clip = clip;
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@ -85,8 +86,8 @@ namespace HeavenStudio.Util
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{
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{
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playInstant = true;
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playInstant = true;
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played = true;
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played = true;
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startTime = AudioSettings.dspTime;
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startTime = dspTime;
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audioSource.PlayScheduled(startTime);
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audioSource.Play();
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}
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}
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else
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else
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{
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{
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@ -94,15 +95,17 @@ namespace HeavenStudio.Util
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if (cond != null)
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if (cond != null)
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{
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{
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scheduledPitch = cond.SongPitch;
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scheduledPitch = cond.SongPitch;
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startTime = (AudioSettings.dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
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startTime = (dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
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}
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}
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if (scheduledPitch != 0 && AudioSettings.dspTime >= startTime)
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if (scheduledPitch != 0 && dspTime >= startTime)
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{
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{
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audioSource.PlayScheduled(startTime);
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audioSource.PlayScheduled(startTime);
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played = true;
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queued = true;
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queued = true;
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}
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}
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}
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}
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Update();
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}
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}
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private void Update()
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private void Update()
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@ -157,7 +160,7 @@ namespace HeavenStudio.Util
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audioSource.UnPause();
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audioSource.UnPause();
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}
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}
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scheduledPitch = cond.SongPitch;
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scheduledPitch = cond.SongPitch;
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startTime = (dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch);
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startTime = (dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
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if (queued)
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if (queued)
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audioSource.SetScheduledStartTime(startTime);
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audioSource.SetScheduledStartTime(startTime);
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}
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}
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@ -203,7 +206,7 @@ namespace HeavenStudio.Util
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{
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{
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if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set.
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if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set.
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{
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{
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if (cond.songPositionInBeatsAsDouble > loopEndBeat)
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if (cond.songPositionInBeatsAsDouble >= loopEndBeat)
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{
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{
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KillLoop(fadeTime);
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KillLoop(fadeTime);
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loopDone = true;
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loopDone = true;
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@ -257,12 +260,22 @@ namespace HeavenStudio.Util
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{
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{
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if (!gameObject.activeSelf) return;
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if (!gameObject.activeSelf) return;
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this.bendedPitch = bendedPitch;
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this.bendedPitch = bendedPitch;
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if (bendTime == 0)
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{
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audioSource.pitch = bendedPitch;
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return;
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}
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StartCoroutine(BendUpLoop(bendTime));
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StartCoroutine(BendUpLoop(bendTime));
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}
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}
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public void BendDown(float bendTime)
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public void BendDown(float bendTime)
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{
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{
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if (!gameObject.activeSelf) return;
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if (!gameObject.activeSelf) return;
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if (bendTime == 0)
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{
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audioSource.pitch = pitch;
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return;
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}
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StartCoroutine(BendDownLoop(bendTime));
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StartCoroutine(BendDownLoop(bendTime));
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}
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}
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@ -301,6 +314,11 @@ namespace HeavenStudio.Util
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public void KillLoop(double fadeTime)
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public void KillLoop(double fadeTime)
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{
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{
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if (!gameObject.activeSelf) return;
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if (!gameObject.activeSelf) return;
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if (fadeTime == 0)
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{
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GameManager.instance.SoundObjects.Release(this);
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return;
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}
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StartCoroutine(FadeLoop(fadeTime));
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StartCoroutine(FadeLoop(fadeTime));
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}
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}
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@ -48,5 +48,8 @@ MonoBehaviour:
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- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SectionDialog.cs
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- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SectionDialog.cs
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- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/SectionTimelineObj.cs
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- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/SectionTimelineObj.cs
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- Assets/Scripts/Games/DJSchool/Student.cs
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- Assets/Scripts/Games/DJSchool/Student.cs
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- Assets/Scripts/UI/PauseMenu.cs
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- Assets/Scripts/Util/Sound.cs
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- Assets/Scripts/Conductor.cs
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PathsToSkipImportEvent: []
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PathsToSkipImportEvent: []
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PathsToIgnoreOverwriteSettingOnAttribute: []
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PathsToIgnoreOverwriteSettingOnAttribute: []
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