mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 02:55:15 +00:00
44fb502df0
Adds a new optional parameter to Multisounds, Soundbytes, and BeatActions, allowing them to ignore swing. Currently the only game to use these new parameters is Launch Party, but whoever codes Donk-Donk in the future will have a small bit of the weight taken off their shoulders.
127 lines
No EOL
4 KiB
C#
127 lines
No EOL
4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Cysharp.Threading.Tasks;
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namespace HeavenStudio.Util
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{
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public class MultiSound : MonoBehaviour
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{
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private double startBeat;
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private bool game;
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private bool forcePlay;
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private bool commited;
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public List<Sound> sounds = new List<Sound>();
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public List<Util.Sound> playingSounds = new List<Util.Sound>();
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public class Sound
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{
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public string name { get; set; }
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public double beat { get; set; }
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public float pitch { get; set; }
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public float volume { get; set; }
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public bool looping { get; set; }
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public double offset { get; set; }
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public bool ignoreSwing {get; set; }
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public Sound(string name, double beat, float pitch = 1f, float volume = 1f, bool looping = false, double offset = 0f, bool ignoreSwing = false)
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{
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this.name = name;
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this.pitch = pitch;
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this.volume = volume;
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this.looping = looping;
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this.offset = offset;
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if (ignoreSwing) this.beat = Conductor.instance.GetSwungBeat(beat);
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else this.beat = beat;
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}
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}
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public static MultiSound Play(Sound[] sounds, bool game = true, bool forcePlay = false, bool ignoreSwing = false)
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{
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return Play(sounds.ToList(), game, forcePlay, ignoreSwing);
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}
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public static MultiSound Play(List<Sound> sounds, bool game = true, bool forcePlay = false, bool ignoreSwing = false)
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{
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if (Conductor.instance == null || sounds.Count < 1) return null;
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GameObject go = new GameObject("MultiSound");
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MultiSound ms = go.AddComponent<MultiSound>();
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ms.sounds = sounds;
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ms.game = game;
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ms.forcePlay = forcePlay;
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ms.commited = false;
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if (ignoreSwing) ms.startBeat = Conductor.instance.GetSwungBeat(sounds[0].beat);
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else ms.startBeat = sounds[0].beat;
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if (Conductor.instance.WaitingForDsp)
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{
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Debug.Log("Multisound waiting for DSP, deferring play");
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ms.PlayDeferred().Forget();
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}
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else
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{
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ms.CommitPlay();
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}
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return ms;
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}
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void CommitPlay()
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{
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for (int i = 0; i < sounds.Count; i++)
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{
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Util.Sound s;
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if (game)
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s = SoundByte.PlayOneShotGame(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay, sounds[i].offset);
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else
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s = SoundByte.PlayOneShot(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, null, sounds[i].offset);
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playingSounds.Add(s);
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}
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commited = true;
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}
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async UniTaskVoid PlayDeferred()
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{
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await UniTask.WaitUntil(() => !Conductor.instance.WaitingForDsp, PlayerLoopTiming.LastUpdate);
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Debug.Log("Multisound DSP ready, playing");
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CommitPlay();
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}
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private void Update()
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{
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if (!commited) return;
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foreach (Util.Sound sound in playingSounds)
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{
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if (sound == null) continue;
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if (!sound.available) return;
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}
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Destroy(gameObject);
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}
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public void Delete()
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{
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foreach (Util.Sound sound in playingSounds)
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{
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GameManager.instance.SoundObjects.Release(sound);
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}
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Destroy(gameObject);
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}
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public void StopAll(bool destroy = false)
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{
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foreach (Util.Sound sound in playingSounds)
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{
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sound.KillLoop();
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}
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if (destroy)
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{
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Destroy(gameObject);
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}
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}
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}
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} |