Fix Anim Block, Fine Semitones in SFX Block (#724)

* Fix Anim Block, Fine Semitones in SFX Block

* i was recursively getting the anim object path BACKWARDS. oops
* added fine semitones in the sfx block, thanks Vincells
* GetPitchFromSemitones uses a float instead of an int now

* revert the semitones thing

* okay that's better

use cents correctly
This commit is contained in:
AstrlJelly 2024-02-26 12:46:30 -05:00 committed by GitHub
parent 9d6f8cce2b
commit 476712e47d
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2 changed files with 13 additions and 16 deletions

View file

@ -1171,16 +1171,16 @@ namespace HeavenStudio
var gm = GameManager.instance;
Minigame game = gm.GetGameInfo(gm.currentGame);
if (game != null) {
var animators = gm.minigameObj.transform.GetComponentsInChildren<Animator>();
Animator[] animators = gm.minigameObj.transform.GetComponentsInChildren<Animator>();
// not in an update loop so it's fine :3
((EntityTypes.DropdownObj)e["animator"]).SetValues(animators.Select(anim => {
var obj = anim.gameObject;
Transform obj = anim.transform;
List<string> path = new() { obj.name };
for (int i = 0; i < 10; i++)
for (int i = 0; i < 10; i++) // not a while loop because i don't trust myself
{
if (obj.transform.parent == null || obj.transform.parent.name == game.name) break;
obj = obj.transform.parent.gameObject;
path.Add(obj.name);
if (obj.parent.name == game.name || obj.parent == null) break;
obj = obj.parent;
path.Insert(0, obj.name);
}
return string.Join('/', path);
}).ToList());
@ -1244,10 +1244,11 @@ namespace HeavenStudio
}), "Get SFX", "Get all the sfx in the selected minigame."),
new Param("sfxName", new EntityTypes.Dropdown(), "SFX Name", "The name of the sfx to play."),
new Param("useSemitones", false, "Use Semitones", "Toggle to use semitones instead of straight pitch.", new() {
new((x, e) => (bool)x, "semitones"),
new((x, e) => (bool)x, "semitones", "cents"),
new((x, e) => !(bool)x, "pitch"),
}),
new Param("semitones", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The semitones of the sfx."),
new Param("cents", new EntityTypes.Integer(-100, 100, 0), "Cents", "The cents of the sfx."),
new Param("pitch", new EntityTypes.Float(0, 5, 1), "Pitch", "The pitch of the sfx."),
new Param("volume", new EntityTypes.Float(0, 2, 1), "Volume", "The volume of the sfx."),
new Param("offset", new EntityTypes.Integer(-500, 500), "Offset (ms)", "The offset of the sfx in milliseconds."),
@ -1255,7 +1256,8 @@ namespace HeavenStudio
},
preFunction : delegate {
var e = eventCaller.currentEntity;
float pitch = e["useSemitones"] ? SoundByte.GetPitchFromSemiTones(e["semitones"], true) : e["pitch"];
float pitch = e["pitch"];
if (e["useSemitones"]) pitch = SoundByte.GetPitchFromCents((e["semitones"] * 100) + e["cents"], false);
GameManager.PlaySFXArbitrary(e.beat, e.length, e["game"].CurrentValue, e["sfxName"].CurrentValue, pitch, e["volume"], e["loop"], e["offset"]);
}
),

View file

@ -460,14 +460,9 @@ namespace HeavenStudio.Util
/// </summary>
public static float GetPitchFromSemiTones(int semiTones, bool pitchToMusic)
{
if (pitchToMusic)
{
return Mathf.Pow(2f, (1f / 12f) * semiTones) * Conductor.instance.musicSource.pitch;
}
else
{
return Mathf.Pow(2f, (1f / 12f) * semiTones);
}
var newSemitones = Mathf.Pow(2f, (1f / 12f) * semiTones);
if (pitchToMusic) newSemitones *= Conductor.instance.musicSource.pitch;
return newSemitones;
}
/// <summary>
/// Returns the semitones from a pitch.