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;
}
// convert real seconds to beats
public float GetRestFromRealTime(float seconds)
{
return seconds/secPerBeat;
}
public void SetBpm(float bpm)
{
this.songBpm = bpm;

View file

@ -17,11 +17,19 @@ namespace HeavenStudio.Util
{
public string name { 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.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++)
{
if (songPositionInBeats >= sounds[i].beat && index == i)
if (songPositionInBeats >= sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset) && index == i)
{
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
Jukebox.PlayOneShot(sounds[i].name);
Jukebox.PlayOneShot(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping);
index++;
}
}
if (songPositionInBeats >= (sounds[sounds.Count - 1].beat))
if (songPositionInBeats >= (sounds[sounds.Count - 1].beat - Conductor.instance.GetRestFromRealTime(sounds[sounds.Count - 1].offset)))
{
Delete();
}