mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-01 13:57:32 +00:00
369 lines
12 KiB
C#
369 lines
12 KiB
C#
using System;
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using System.Collections;
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using UnityEngine;
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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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public bool ignoreConductorPause = false;
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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 = 0.25;
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private Coroutine fadeRoutine;
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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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CancelFadeRoutine();
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audioSource = GetComponent<AudioSource>();
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cond = Conductor.instance;
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double dspTime = AudioSettings.dspTime;
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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 = dspTime;
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audioSource.Play();
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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 = (dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
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}
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if (scheduledPitch != 0 && dspTime >= startTime)
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{
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audioSource.PlayScheduled(startTime);
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played = true;
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queued = true;
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}
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}
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Update();
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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 (!ignoreConductorPause && !(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) - offset;
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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 (!ignoreConductorPause && !(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 ((!ignoreConductorPause && 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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/// <summary>
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/// Used internally to stop and reset the sound once it has been released back into the pool.
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/// </summary>
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/// <remarks>
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/// WARNING! You should use <see cref="KillLoop">KillLoop()</see> to stop sounds early, not this!
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/// </remarks>
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public void Stop()
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{
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CancelFadeRoutine();
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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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ignoreConductorPause = false;
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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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if (bendTime == 0)
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{
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audioSource.pitch = bendedPitch;
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return;
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}
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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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if (bendTime == 0)
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{
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audioSource.pitch = pitch;
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return;
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}
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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 = MathUtils.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 = MathUtils.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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/// <summary>
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/// Fades the sound out over fadeTime, then releases it back into the pool which stops it.
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/// Leave fadeTime at 0 to stop the sound instantly.
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/// You should use this for stopping sounds early, not <see cref="Stop"/>.
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/// </summary>
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public void KillLoop(double fadeTime = 0)
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{
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if (!gameObject.activeSelf) return;
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CancelFadeRoutine();
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if (fadeTime == 0)
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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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fadeRoutine = StartCoroutine(FadeLoop(fadeTime));
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}
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IEnumerator FadeLoop(double fadeTime)
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{
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float startingVol = audioSource.volume;
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float loopFadeTimer = 0f;
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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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private void CancelFadeRoutine()
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{
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if(fadeRoutine != null) StopCoroutine(fadeRoutine);
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}
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}
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}
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