using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace RhythmHeavenMania.Util { public class Jukebox { public enum AudioType { OGG, WAV } /// /// This is me just idiot-proofing. /// public static void BasicCheck() { if (FindJukebox() == null) { GameObject Jukebox = new GameObject("Jukebox"); Jukebox.AddComponent(); Jukebox.tag = "Jukebox"; } } public static GameObject FindJukebox() { if (GameObject.FindGameObjectWithTag("Jukebox") != null) return GameObject.FindGameObjectWithTag("Jukebox"); else return null; } public static void SetVolume(float volume) { BasicCheck(); FindJukebox().GetComponent().volume = volume; } public static AudioSource PlayOneShot(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false) { GameObject oneShot = new GameObject("oneShot"); AudioSource audioSource = oneShot.AddComponent(); //audioSource.outputAudioMixerGroup = Settings.GetSFXMixer(); audioSource.playOnAwake = false; Sound snd = oneShot.AddComponent(); AudioClip clip = Resources.Load($"Sfx/{name}"); snd.clip = clip; snd.beat = beat; snd.pitch = pitch; snd.volume = volume; snd.looping = looping; // snd.pitch = (clip.length / Conductor.instance.secPerBeat); GameManager.instance.SoundObjects.Add(oneShot); return audioSource; } public static AudioSource PlayOneShotScheduled(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false) { GameObject oneShot = new GameObject("oneShotScheduled"); var audioSource = oneShot.AddComponent(); audioSource.playOnAwake = false; var snd = oneShot.AddComponent(); var clip = Resources.Load($"Sfx/{name}"); audioSource.clip = clip; snd.clip = clip; snd.pitch = pitch; snd.volume = volume; snd.looping = looping; snd.scheduled = true; snd.scheduledTime = targetTime; audioSource.PlayScheduled(targetTime); GameManager.instance.SoundObjects.Add(oneShot); return audioSource; } public static AudioSource PlayOneShotGame(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false) { if (GameManager.instance.currentGame == name.Split('/')[0] || forcePlay) { return PlayOneShot($"games/{name}", beat, pitch, volume, looping); } return null; } public static AudioSource PlayOneShotScheduledGame(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false) { if (GameManager.instance.currentGame == name.Split('/')[0] || forcePlay) { return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping); } return null; } // Loops play forever by default unless you set their params via this method. public static void SetLoopParams(AudioSource source, float endBeat, float fadeTime) { if (source == null) return; var snd = source.GetComponent(); snd.loopEndBeat = endBeat; snd.fadeTime = fadeTime; } public static void KillLoop(AudioSource source, float fadeTime) { // Safeguard against previously-destroyed sounds. if (source == null) return; source.GetComponent().KillLoop(fadeTime); } } }