mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 17:45:16 +00:00
optimize remix saving / loading
stream is now saved to a buffer so we don't have to convert every time we save, only once when loading a new audio file - make a distinction between Load Remix and New Remix
This commit is contained in:
parent
302bd6bbb5
commit
4aff0385ee
3 changed files with 40 additions and 18 deletions
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@ -19238,8 +19238,8 @@ MonoBehaviour:
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m_TargetGraphic: {fileID: 1589389272}
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m_HandleRect: {fileID: 1589389271}
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m_Direction: 2
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m_Value: 1
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m_Size: 0.99952716
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m_Value: 0
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m_Size: 1
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m_NumberOfSteps: 0
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m_OnValueChanged:
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m_PersistentCalls:
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@ -24820,7 +24820,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0.5}
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m_AnchorMax: {x: 1, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 129.91016}
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m_AnchoredPosition: {x: 0, y: 129.9111}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 1}
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--- !u!114 &1154875944
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@ -35580,9 +35580,9 @@ MonoBehaviour:
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m_PersistentCalls:
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m_Calls:
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- m_Target: {fileID: 1423699437}
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m_TargetAssemblyTypeName: RhythmHeavenMania.Editor.Editor, Assembly-CSharp
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m_MethodName: LoadRemix
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m_Mode: 5
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m_TargetAssemblyTypeName: HeavenStudio.Editor.Editor, Assembly-CSharp
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m_MethodName: NewRemix
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m_Mode: 1
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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@ -70,6 +70,8 @@ namespace HeavenStudio.Editor
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public bool editingInputField = false;
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public bool isCursorEnabled = true;
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private byte[] MusicBytes;
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public static Editor instance { get; private set; }
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private void Start()
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@ -158,7 +160,7 @@ namespace HeavenStudio.Editor
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{
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if (Input.GetKeyDown(KeyCode.N))
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{
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LoadRemix("");
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NewRemix();
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}
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else if (Input.GetKeyDown(KeyCode.O))
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{
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@ -294,6 +296,22 @@ namespace HeavenStudio.Editor
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}
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}
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try
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{
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if (clip != null)
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MusicBytes = OggVorbis.VorbisPlugin.GetOggVorbis(Conductor.instance.musicSource.clip, 1);
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else
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{
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MusicBytes = null;
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Debug.LogWarning("Failed to load music file! The stream is currently empty.");
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}
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}
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catch (System.Exception)
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{
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MusicBytes = null;
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Debug.LogWarning("Failed to load music file! The stream is currently empty.");
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}
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return clip;
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}
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@ -343,15 +361,12 @@ namespace HeavenStudio.Editor
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using (var zipStream = levelFile.Open())
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zipStream.Write(Encoding.UTF8.GetBytes(GetJson()), 0, Encoding.UTF8.GetBytes(GetJson()).Length);
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if (changedMusic || currentRemixPath != path)
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if (MusicBytes != null)
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{
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// this gets rid of the music file for some reason, someone remind me to find a fix for this soon
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var musicFile = archive.CreateEntry("song.ogg", System.IO.Compression.CompressionLevel.NoCompression);
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using (var zipStream = musicFile.Open())
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zipStream.Write(MusicBytes, 0, MusicBytes.Length);
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}
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byte[] bytes = OggVorbis.VorbisPlugin.GetOggVorbis(Conductor.instance.musicSource.clip, 1);
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var musicFile = archive.CreateEntry("song.ogg", System.IO.Compression.CompressionLevel.NoCompression);
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using (var zipStream = musicFile.Open())
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zipStream.Write(bytes, 0, bytes.Length);
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}
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currentRemixPath = path;
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@ -359,6 +374,12 @@ namespace HeavenStudio.Editor
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}
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}
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public void NewRemix()
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{
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MusicBytes = null;
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LoadRemix("");
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}
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public void LoadRemix(string json = "")
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{
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GameManager.instance.LoadRemix(json);
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@ -367,6 +388,8 @@ namespace HeavenStudio.Editor
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Timeline.instance.VolumeInfo.UpdateStartingVolumeText();
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Timeline.instance.TempoInfo.UpdateOffsetText();
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Timeline.FitToSong();
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currentRemixPath = string.Empty;
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}
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public void OpenRemix()
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@ -408,12 +431,11 @@ namespace HeavenStudio.Editor
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{
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using (var stream = entry.Open())
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{
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byte[] bytes;
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using (var ms = new MemoryStream())
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{
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stream.CopyTo(ms);
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bytes = ms.ToArray();
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Conductor.instance.musicSource.clip = OggVorbis.VorbisPlugin.ToAudioClip(bytes, "music");
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MusicBytes = ms.ToArray();
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Conductor.instance.musicSource.clip = OggVorbis.VorbisPlugin.ToAudioClip(MusicBytes, "music");
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loadedMusic = true;
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Timeline.FitToSong();
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}
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@ -1,5 +1,5 @@
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ManifestFileVersion: 0
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CRC: 1477632056
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CRC: 1516953164
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AssetBundleManifest:
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AssetBundleInfos:
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Info_0:
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