using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace HeavenStudio.Util { public class SoundByte { static GameObject oneShotAudioSourceObject; static AudioSource oneShotAudioSource; public enum AudioType { OGG, WAV } /// /// Ensures that the jukebox and one-shot audio source exist. /// public static void BasicCheck() { if (FindJukebox() == null) { GameObject Jukebox = new GameObject("Jukebox"); Jukebox.AddComponent(); Jukebox.tag = "Jukebox"; } if (oneShotAudioSourceObject == null) { oneShotAudioSourceObject = new GameObject("OneShot Audio Source"); oneShotAudioSource = oneShotAudioSourceObject.AddComponent(); UnityEngine.Object.DontDestroyOnLoad(oneShotAudioSourceObject); } } public static GameObject FindJukebox() { if (GameObject.FindGameObjectWithTag("Jukebox") != null) return GameObject.FindGameObjectWithTag("Jukebox"); else return null; } /// /// Stops all currently playing sounds. /// public static void KillOneShots() { if (oneShotAudioSource != null) { oneShotAudioSource.Stop(); } } /// /// Pauses all currently playing sounds. /// public static void PauseOneShots() { if (oneShotAudioSource != null) { oneShotAudioSource.Pause(); } } /// /// Unpauses all currently playing sounds. /// public static void UnpauseOneShots() { if (oneShotAudioSource != null) { oneShotAudioSource.UnPause(); } } /// /// Gets the length of an audio clip /// public static double GetClipLength(string name, float pitch = 1f, string game = null) { AudioClip clip = null; if (game != null) { string soundName = name.Split('/')[2]; var inf = GameManager.instance.GetGameInfo(game); //first try the game's common assetbundle // Debug.Log("Jukebox loading sound " + soundName + " from common"); clip = inf.GetCommonAssetBundle()?.LoadAsset(soundName); //then the localized one if (clip == null) { // Debug.Log("Jukebox loading sound " + soundName + " from locale"); clip = inf.GetLocalizedAssetBundle()?.LoadAsset(soundName); } } //can't load from assetbundle, load from resources if (clip == null) { // Debug.Log("Jukebox loading sound " + name + " from resources"); clip = Resources.Load($"Sfx/{name}"); } if (clip == null) { Debug.LogError($"Could not load clip {name}"); return double.NaN; } return clip.length / pitch; } /// /// Gets the length of an audio clip /// Audio clip is fetched from minigame resources /// public static double GetClipLengthGame(string name, float pitch = 1f) { string gameName = name.Split('/')[0]; var inf = GameManager.instance.GetGameInfo(gameName); if (inf != null) { return GetClipLength($"games/{name}", pitch, inf.usesAssetBundle ? gameName : null); } return double.NaN; } /// /// Fires a one-shot sound. /// Unpitched, non-scheduled, non-looping sounds are played using a global One-Shot audio source that doesn't create a Sound object. /// Looped sounds return their created Sound object so they can be canceled after creation. /// public static Sound PlayOneShot(string name, double beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, string game = null, double offset = 0f) { AudioClip clip = null; if (game != null) { string soundName = name.Split('/')[2]; var inf = GameManager.instance.GetGameInfo(game); //first try the game's common assetbundle // Debug.Log("Jukebox loading sound " + soundName + " from common"); clip = inf.GetCommonAssetBundle()?.LoadAsset(soundName); //then the localized one if (clip == null) { // Debug.Log("Jukebox loading sound " + soundName + " from locale"); clip = inf.GetLocalizedAssetBundle()?.LoadAsset(soundName); } } //can't load from assetbundle, load from resources if (clip == null) { // Debug.Log("Jukebox loading sound " + name + " from resources"); clip = Resources.Load($"Sfx/{name}"); } if (looping || beat != -1 || pitch != 1f) { GameObject oneShot = new GameObject("oneShot"); AudioSource audioSource = oneShot.AddComponent(); //audioSource.outputAudioMixerGroup = Settings.GetSFXMixer(); audioSource.playOnAwake = false; Sound snd = oneShot.AddComponent(); snd.clip = clip; snd.beat = beat; snd.pitch = pitch; snd.volume = volume; snd.looping = looping; snd.offset = offset; // snd.pitch = (clip.length / Conductor.instance.secPerBeat); GameManager.instance.SoundObjects.Add(oneShot); return snd; } else { if (oneShotAudioSourceObject == null) { oneShotAudioSourceObject = new GameObject("OneShot Audio Source"); oneShotAudioSource = oneShotAudioSourceObject.AddComponent(); UnityEngine.Object.DontDestroyOnLoad(oneShotAudioSourceObject); } oneShotAudioSource.PlayOneShot(clip, volume); return null; } } /// /// Schedules a sound to be played at a specific time in seconds. /// public static Sound PlayOneShotScheduled(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, string game = null) { GameObject oneShot = new GameObject("oneShotScheduled"); var audioSource = oneShot.AddComponent(); audioSource.playOnAwake = false; var snd = oneShot.AddComponent(); AudioClip clip = null; if (game != null) { string soundName = name.Split('/')[2]; var inf = GameManager.instance.GetGameInfo(game); //first try the game's common assetbundle // Debug.Log("Jukebox loading sound " + soundName + " from common"); clip = inf.GetCommonAssetBundle()?.LoadAsset(soundName); //then the localized one if (clip == null) { // Debug.Log("Jukebox loading sound " + soundName + " from locale"); clip = inf.GetLocalizedAssetBundle()?.LoadAsset(soundName); } } //can't load from assetbundle, load from resources if (clip == null) clip = Resources.Load($"Sfx/{name}"); audioSource.clip = clip; snd.clip = clip; snd.pitch = pitch; snd.volume = volume; snd.looping = looping; snd.scheduled = true; snd.scheduledTime = targetTime; audioSource.PlayScheduled(targetTime); GameManager.instance.SoundObjects.Add(oneShot); return snd; } /// /// Fires a one-shot sound located in minigame resources. /// Unpitched, non-scheduled, non-looping sounds are played using a global One-Shot audio source that doesn't create a Sound object. /// Looped sounds return their created Sound object so they can be canceled after creation. /// public static Sound PlayOneShotGame(string name, double beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false, double offset = 0f) { string gameName = name.Split('/')[0]; var inf = GameManager.instance.GetGameInfo(gameName); if (GameManager.instance.currentGame == gameName || forcePlay) { return PlayOneShot($"games/{name}", beat, pitch, volume, looping, inf.usesAssetBundle ? gameName : null, offset); } return null; } /// /// Schedules a sound to be played at a specific time in seconds. /// Audio clip is fetched from minigame resources /// public static Sound PlayOneShotScheduledGame(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false) { string gameName = name.Split('/')[0]; var inf = GameManager.instance.GetGameInfo(gameName); if (GameManager.instance.currentGame == gameName || forcePlay) { return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping, inf.usesAssetBundle ? gameName : null); } return null; } /// /// Stops a looping Sound /// public static void KillLoop(Sound source, float fadeTime) { // Safeguard against previously-destroyed sounds. if (source == null) return; source.KillLoop(fadeTime); } /// /// Gets a pitch multiplier from semitones. /// public static float GetPitchFromSemiTones(int semiTones, bool pitchToMusic) { if (pitchToMusic) { return Mathf.Pow(2f, (1f / 12f) * semiTones) * Conductor.instance.musicSource.pitch; } else { return Mathf.Pow(2f, (1f / 12f) * semiTones); } } /// /// Returns the semitones from a pitch. /// /// The pitch of the sound. public static int GetSemitonesFromPitch(float pitch, bool pitchToMusic) { if (pitchToMusic) return (int)((12f * Mathf.Log(pitch, 2)) / Conductor.instance.musicSource.pitch); return (int)(12f * Mathf.Log(pitch, 2)); } /// /// Gets a pitch multiplier from cents. /// public static float GetPitchFromCents(int cents, bool pitchToMusic) { if (pitchToMusic) { return Mathf.Pow(2f, (1f / 12f) * (cents / 100)) * Conductor.instance.musicSource.pitch; } else { return Mathf.Pow(2f, (1f / 12f) * (cents / 100)); } } } }