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);
}
}
}