using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using Cysharp.Threading.Tasks; namespace HeavenStudio.Util { public class MultiSound : MonoBehaviour { private double startBeat; private bool game; private bool forcePlay; private bool commited; public List sounds = new List(); public List playingSounds = new List(); public class Sound { public string name { get; set; } public double beat { get; set; } public float pitch { get; set; } public float volume { get; set; } public bool looping { get; set; } public double offset { get; set; } public Sound(string name, double beat, float pitch = 1f, float volume = 1f, bool looping = false, double offset = 0f) { this.name = name; this.beat = beat; this.pitch = pitch; this.volume = volume; this.looping = looping; this.offset = offset; } } public static MultiSound Play(Sound[] snds, bool game = true, bool forcePlay = false) { return Play(snds.ToList(), game, forcePlay); } public static MultiSound Play(List sounds, bool game = true, bool forcePlay = false) { if (Conductor.instance == null || sounds.Count <= 0) return null; GameObject go = new GameObject("MultiSound"); MultiSound ms = go.AddComponent(); ms.sounds = sounds; ms.startBeat = sounds[0].beat; ms.game = game; ms.forcePlay = forcePlay; ms.commited = false; if (Conductor.instance.WaitingForDsp) { Debug.Log("Multisound waiting for DSP, deferring play"); ms.PlayDeferred().Forget(); } else { ms.CommitPlay(); } return ms; } void CommitPlay() { for (int i = 0; i < sounds.Count; i++) { Util.Sound s; if (game) s = SoundByte.PlayOneShotGame(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay, sounds[i].offset); else s = SoundByte.PlayOneShot(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, null, sounds[i].offset); playingSounds.Add(s); } commited = true; } async UniTaskVoid PlayDeferred() { await UniTask.WaitUntil(() => !Conductor.instance.WaitingForDsp, PlayerLoopTiming.LastUpdate); Debug.Log("Multisound DSP ready, playing"); CommitPlay(); } private void Update() { if (!commited) return; foreach (Util.Sound sound in playingSounds) { if (sound == null) continue; if (!sound.available) return; } Destroy(gameObject); } public void Delete() { foreach (Util.Sound sound in playingSounds) { GameManager.instance.SoundObjects.Release(sound); } Destroy(gameObject); } } }