extend multisound with pitch, volume, looping, offset in seconds

This commit is contained in:
minenice55 2022-03-20 19:46:12 -04:00
parent 905c337c77
commit 87bc5c9fff
2 changed files with 19 additions and 5 deletions

View file

@ -234,6 +234,12 @@ namespace HeavenStudio
return secPerBeat * beat; return secPerBeat * beat;
} }
// convert real seconds to beats
public float GetRestFromRealTime(float seconds)
{
return seconds/secPerBeat;
}
public void SetBpm(float bpm) public void SetBpm(float bpm)
{ {
this.songBpm = bpm; this.songBpm = bpm;

View file

@ -17,11 +17,19 @@ namespace HeavenStudio.Util
{ {
public string name { get; set; } public string name { get; set; }
public float beat { get; set; } public float beat { get; set; }
public float pitch { get; set; }
public float volume { get; set; }
public bool looping { get; set; }
public float offset { get; set; }
public Sound(string name, float beat) public Sound(string name, float beat, float pitch = 1f, float volume = 1f, bool looping = false, float offset = 0f)
{ {
this.name = name; this.name = name;
this.beat = beat; this.beat = beat;
this.pitch = pitch;
this.volume = volume;
this.looping = looping;
this.offset = offset;
} }
} }
@ -47,18 +55,18 @@ namespace HeavenStudio.Util
for (int i = 0; i < sounds.Count; i++) for (int i = 0; i < sounds.Count; i++)
{ {
if (songPositionInBeats >= sounds[i].beat && index == i) if (songPositionInBeats >= sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset) && index == i)
{ {
if (game) if (game)
Jukebox.PlayOneShotGame(sounds[i].name, forcePlay:forcePlay); Jukebox.PlayOneShotGame(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay);
else else
Jukebox.PlayOneShot(sounds[i].name); Jukebox.PlayOneShot(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping);
index++; index++;
} }
} }
if (songPositionInBeats >= (sounds[sounds.Count - 1].beat)) if (songPositionInBeats >= (sounds[sounds.Count - 1].beat - Conductor.instance.GetRestFromRealTime(sounds[sounds.Count - 1].offset)))
{ {
Delete(); Delete();
} }