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extend multisound with pitch, volume, looping, offset in seconds
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parent
905c337c77
commit
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2 changed files with 19 additions and 5 deletions
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@ -234,6 +234,12 @@ namespace HeavenStudio
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return secPerBeat * beat;
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}
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// convert real seconds to beats
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public float GetRestFromRealTime(float seconds)
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{
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return seconds/secPerBeat;
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}
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public void SetBpm(float bpm)
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{
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this.songBpm = bpm;
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@ -17,11 +17,19 @@ namespace HeavenStudio.Util
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{
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public string name { get; set; }
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public float beat { get; set; }
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public float pitch { get; set; }
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public float volume { get; set; }
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public bool looping { get; set; }
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public float offset { get; set; }
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public Sound(string name, float beat)
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public Sound(string name, float beat, float pitch = 1f, float volume = 1f, bool looping = false, float offset = 0f)
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{
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this.name = name;
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this.beat = beat;
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this.pitch = pitch;
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this.volume = volume;
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this.looping = looping;
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this.offset = offset;
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}
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}
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@ -47,18 +55,18 @@ namespace HeavenStudio.Util
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for (int i = 0; i < sounds.Count; i++)
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{
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if (songPositionInBeats >= sounds[i].beat && index == i)
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if (songPositionInBeats >= sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset) && index == i)
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{
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if (game)
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Jukebox.PlayOneShotGame(sounds[i].name, forcePlay:forcePlay);
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Jukebox.PlayOneShotGame(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay);
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else
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Jukebox.PlayOneShot(sounds[i].name);
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Jukebox.PlayOneShot(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping);
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index++;
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}
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}
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if (songPositionInBeats >= (sounds[sounds.Count - 1].beat))
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if (songPositionInBeats >= (sounds[sounds.Count - 1].beat - Conductor.instance.GetRestFromRealTime(sounds[sounds.Count - 1].offset)))
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{
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Delete();
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}
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