mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 06:05:10 +00:00
98835c3936
* Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
322 lines
10 KiB
C#
322 lines
10 KiB
C#
using System;
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using System.Collections;
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using UnityEngine;
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using Starpelly;
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namespace HeavenStudio.Util
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{
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public class Sound : MonoBehaviour
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{
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public AudioClip clip;
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public float pitch = 1;
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public float bendedPitch = 1; //only used with rockers
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public float volume = 1;
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// For use with PlayOneShotScheduled
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public bool scheduled;
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public double scheduledTime;
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public bool looping;
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public double loopEndBeat = -1;
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public double fadeTime;
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bool loopDone;
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private AudioSource audioSource;
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private Conductor cond;
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private double startTime;
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public double beat;
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public double offset;
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public float scheduledPitch = 1f;
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bool playInstant = false;
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bool played = false;
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bool paused = false;
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bool queued = false;
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public bool available = true;
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const double PREBAKE_TIME = 0.5;
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private void Start()
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{
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}
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public void LerpVolume(double beat, double length, float volumeStart, float volumeEnd)
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{
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if (!gameObject.activeSelf) return;
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StartCoroutine(LerpVolumeCo(beat, length, volumeStart, volumeEnd));
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}
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private IEnumerator LerpVolumeCo(double beat, double length, float volumeStart, float volumeEnd)
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{
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float normalized = 0;
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while (normalized <= 1)
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{
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normalized = cond.GetPositionFromBeat(beat, length);
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audioSource.volume = Mathf.Lerp(volumeStart, volumeEnd, normalized);
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yield return null;
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}
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}
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public void Play()
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{
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if (!available)
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{
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GameManager.instance.SoundObjects.Release(this);
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return;
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}
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audioSource = GetComponent<AudioSource>();
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cond = Conductor.instance;
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available = false;
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audioSource.clip = clip;
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audioSource.pitch = pitch;
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audioSource.volume = volume;
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audioSource.loop = looping;
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loopEndBeat = -1;
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loopDone = false;
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audioSource.Stop();
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if (beat == -1 && !scheduled)
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{
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playInstant = true;
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played = true;
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startTime = AudioSettings.dspTime;
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audioSource.PlayScheduled(startTime);
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}
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else
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{
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playInstant = false;
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if (cond != null)
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{
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scheduledPitch = cond.SongPitch;
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startTime = (AudioSettings.dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
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}
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if (scheduledPitch != 0 && AudioSettings.dspTime >= startTime)
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{
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audioSource.PlayScheduled(startTime);
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queued = true;
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}
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}
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}
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private void Update()
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{
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cond = Conductor.instance;
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double dspTime = AudioSettings.dspTime;
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if (!(available || played))
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{
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if (!(cond.isPlaying || cond.isPaused))
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{
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GameManager.instance.SoundObjects.Release(this);
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return;
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}
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if (scheduled)
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{
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if (!queued && dspTime > scheduledTime - PREBAKE_TIME)
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{
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audioSource.PlayScheduled(scheduledTime);
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queued = true;
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}
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if (scheduledPitch != 0 && dspTime > scheduledTime)
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{
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played = true;
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}
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}
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else if (!playInstant)
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{
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if (!queued && dspTime > startTime - PREBAKE_TIME)
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{
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startTime = (dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
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audioSource.PlayScheduled(startTime);
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queued = true;
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}
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if (scheduledPitch != 0 && dspTime > startTime)
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{
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played = true;
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}
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else
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{
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if (!played && scheduledPitch != cond.SongPitch)
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{
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if (cond.SongPitch == 0)
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{
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scheduledPitch = cond.SongPitch;
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if (queued)
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audioSource.Pause();
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}
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else
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{
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if (scheduledPitch == 0)
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{
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audioSource.UnPause();
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}
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scheduledPitch = cond.SongPitch;
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startTime = (dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch);
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if (queued)
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audioSource.SetScheduledStartTime(startTime);
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}
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}
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}
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}
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}
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if (played)
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{
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if (!(cond.isPlaying || cond.isPaused))
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{
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GameManager.instance.SoundObjects.Release(this);
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return;
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}
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if (!(looping || paused || audioSource.isPlaying))
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{
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GameManager.instance.SoundObjects.Release(this);
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return;
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}
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if (cond.isPaused || cond.SongPitch == 0)
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{
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if (!paused)
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{
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// Debug.Log($"Pausing {gameObject.name}");
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audioSource.Pause();
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paused = true;
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}
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}
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else
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{
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if (paused)
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{
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// Debug.Log($"Unpausing {gameObject.name}");
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audioSource.UnPause();
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paused = false;
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}
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}
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}
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if (!loopDone)
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{
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if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set.
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{
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if (cond.songPositionInBeatsAsDouble > loopEndBeat)
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{
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KillLoop(fadeTime);
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loopDone = true;
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}
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}
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}
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}
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public void SetLoopParams(double endBeat, double fadeTime)
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{
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loopEndBeat = endBeat;
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this.fadeTime = fadeTime;
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}
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public void Pause()
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{
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if (audioSource != null)
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audioSource.Pause();
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}
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public void UnPause()
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{
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if (audioSource != null)
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audioSource.UnPause();
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}
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public void Stop()
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{
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available = true;
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played = false;
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paused = false;
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queued = false;
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playInstant = false;
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looping = false;
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scheduled = false;
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beat = 0;
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loopEndBeat = -1;
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loopDone = false;
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startTime = 0;
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audioSource.loop = false;
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audioSource.Stop();
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gameObject.SetActive(false);
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}
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#region Bend
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// All of these should only be used with rockers.
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// minenice: consider doing these in the audio thread so they can work per-sample?
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public void BendUp(float bendTime, float bendedPitch)
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{
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if (!gameObject.activeSelf) return;
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this.bendedPitch = bendedPitch;
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StartCoroutine(BendUpLoop(bendTime));
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}
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public void BendDown(float bendTime)
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{
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if (!gameObject.activeSelf) return;
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StartCoroutine(BendDownLoop(bendTime));
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}
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IEnumerator BendUpLoop(float bendTime)
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{
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float startingPitch = audioSource.pitch;
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float bendTimer = 0f;
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while (bendTimer < bendTime)
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{
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bendTimer += Time.deltaTime;
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float normalizedProgress = Mathp.Normalize(bendTimer, 0, bendTime);
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float currentPitch = Mathf.Lerp(startingPitch, bendedPitch, normalizedProgress);
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audioSource.pitch = Mathf.Min(currentPitch, bendedPitch);
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yield return null;
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}
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}
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IEnumerator BendDownLoop(float bendTime)
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{
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float bendTimer = 0f;
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float startingPitch = pitch;
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while (bendTimer < bendTime)
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{
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bendTimer += Time.deltaTime;
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float normalizedProgress = Mathp.Normalize(bendTimer, 0, bendTime);
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float currentPitch = Mathf.Lerp(startingPitch, bendedPitch, 1 - normalizedProgress);
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audioSource.pitch = Mathf.Max(currentPitch, pitch);
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yield return null;
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}
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}
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#endregion
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public void KillLoop(double fadeTime)
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{
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if (!gameObject.activeSelf) return;
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StartCoroutine(FadeLoop(fadeTime));
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}
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double loopFadeTimer = 0f;
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IEnumerator FadeLoop(double fadeTime)
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{
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float startingVol = audioSource.volume;
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while (loopFadeTimer < fadeTime)
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{
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loopFadeTimer += Time.deltaTime;
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audioSource.volume = (float)Math.Max((1f - (loopFadeTimer / fadeTime)) * startingVol, 0.0);
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yield return null;
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}
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yield return null;
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GameManager.instance.SoundObjects.Release(this);
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}
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}
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}
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