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BTSDS: Piano does not pierce ears as much
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parent
c6f0da37a2
commit
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3 changed files with 11 additions and 7 deletions
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@ -188,7 +188,7 @@ namespace RhythmHeavenMania.Games.BuiltToScaleDS
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public void PlayPiano(float beat, float length, int semiTones)
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public void PlayPiano(float beat, float length, int semiTones)
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{
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{
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var pianoPitch = Mathf.Pow(2f, (1f / 12f) * semiTones);
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var pianoPitch = Mathf.Pow(2f, (1f / 12f) * semiTones);
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var pianoSource = Jukebox.PlayOneShotGame("builtToScaleDS/Piano", -1, pianoPitch, true);
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var pianoSource = Jukebox.PlayOneShotGame("builtToScaleDS/Piano", -1, pianoPitch, 0.8f, true);
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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{
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@ -40,7 +40,7 @@ namespace RhythmHeavenMania.Util
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FindJukebox().GetComponent<AudioSource>().volume = volume;
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FindJukebox().GetComponent<AudioSource>().volume = volume;
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}
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}
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public static AudioSource PlayOneShot(string name, float beat = -1, float pitch = 1f, bool looping = false)
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public static AudioSource PlayOneShot(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false)
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{
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{
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GameObject oneShot = new GameObject("oneShot");
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GameObject oneShot = new GameObject("oneShot");
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@ -53,6 +53,7 @@ namespace RhythmHeavenMania.Util
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snd.clip = clip;
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snd.clip = clip;
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snd.beat = beat;
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snd.beat = beat;
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snd.pitch = pitch;
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snd.pitch = pitch;
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snd.volume = volume;
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snd.looping = looping;
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snd.looping = looping;
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// snd.pitch = (clip.length / Conductor.instance.secPerBeat);
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// snd.pitch = (clip.length / Conductor.instance.secPerBeat);
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@ -61,7 +62,7 @@ namespace RhythmHeavenMania.Util
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return audioSource;
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return audioSource;
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}
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}
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public static AudioSource PlayOneShotScheduled(string name, double targetTime, float pitch = 1f, bool looping = false)
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public static AudioSource PlayOneShotScheduled(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false)
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{
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{
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GameObject oneShot = new GameObject("oneShotScheduled");
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GameObject oneShot = new GameObject("oneShotScheduled");
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@ -74,6 +75,7 @@ namespace RhythmHeavenMania.Util
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audioSource.clip = clip;
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audioSource.clip = clip;
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snd.clip = clip;
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snd.clip = clip;
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snd.pitch = pitch;
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snd.pitch = pitch;
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snd.volume = volume;
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snd.looping = looping;
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snd.looping = looping;
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snd.scheduled = true;
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snd.scheduled = true;
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@ -85,21 +87,21 @@ namespace RhythmHeavenMania.Util
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return audioSource;
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return audioSource;
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}
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}
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public static AudioSource PlayOneShotGame(string name, float beat = -1, float pitch = 1f, bool looping = false)
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public static AudioSource PlayOneShotGame(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false)
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{
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{
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if (GameManager.instance.currentGame == name.Split('/')[0])
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if (GameManager.instance.currentGame == name.Split('/')[0])
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{
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{
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return PlayOneShot($"games/{name}", beat, pitch, looping);
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return PlayOneShot($"games/{name}", beat, pitch, volume, looping);
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}
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}
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return null;
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return null;
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}
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}
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public static AudioSource PlayOneShotScheduledGame(string name, double targetTime, float pitch = 1f, bool looping = false)
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public static AudioSource PlayOneShotScheduledGame(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false)
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{
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{
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if (GameManager.instance.currentGame == name.Split('/')[0])
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if (GameManager.instance.currentGame == name.Split('/')[0])
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{
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{
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return PlayOneShotScheduled($"games/{name}", targetTime, pitch, looping);
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return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping);
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}
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}
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return null;
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return null;
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@ -8,6 +8,7 @@ namespace RhythmHeavenMania.Util
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{
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{
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public AudioClip clip;
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public AudioClip clip;
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public float pitch = 1;
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public float pitch = 1;
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public float volume = 1;
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// For use with PlayOneShotScheduled
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// For use with PlayOneShotScheduled
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public bool scheduled;
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public bool scheduled;
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@ -31,6 +32,7 @@ namespace RhythmHeavenMania.Util
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audioSource = GetComponent<AudioSource>();
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audioSource = GetComponent<AudioSource>();
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audioSource.clip = clip;
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audioSource.clip = clip;
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audioSource.pitch = pitch;
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audioSource.pitch = pitch;
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audioSource.volume = volume;
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audioSource.loop = looping;
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audioSource.loop = looping;
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if (beat == -1 && !scheduled)
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if (beat == -1 && !scheduled)
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