mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
3c92833251
* Add note parameter * Increase max semitones * Add previewing sounds for notes * Add note preview toggle setting * Fix Launch Party starting note * Fix preview sound pooling + add BTS preview sound * Add previewing note when slider handle is clicked
347 lines
11 KiB
C#
347 lines
11 KiB
C#
using System;
|
|
using System.Collections;
|
|
using UnityEngine;
|
|
|
|
|
|
namespace HeavenStudio.Util
|
|
{
|
|
public class Sound : MonoBehaviour
|
|
{
|
|
public AudioClip clip;
|
|
public float pitch = 1;
|
|
public float bendedPitch = 1; //only used with rockers
|
|
public float volume = 1;
|
|
|
|
// For use with PlayOneShotScheduled
|
|
public bool scheduled;
|
|
public double scheduledTime;
|
|
|
|
public bool looping;
|
|
public double loopEndBeat = -1;
|
|
public double fadeTime;
|
|
bool loopDone;
|
|
|
|
private AudioSource audioSource;
|
|
private Conductor cond;
|
|
|
|
public bool ignoreConductorPause = false;
|
|
|
|
private double startTime;
|
|
|
|
public double beat;
|
|
public double offset;
|
|
public float scheduledPitch = 1f;
|
|
|
|
bool playInstant = false;
|
|
bool played = false;
|
|
bool paused = false;
|
|
bool queued = false;
|
|
public bool available = true;
|
|
|
|
const double PREBAKE_TIME = 0.25;
|
|
|
|
private void Start()
|
|
{
|
|
}
|
|
|
|
public void LerpVolume(double beat, double length, float volumeStart, float volumeEnd)
|
|
{
|
|
if (!gameObject.activeSelf) return;
|
|
StartCoroutine(LerpVolumeCo(beat, length, volumeStart, volumeEnd));
|
|
}
|
|
|
|
private IEnumerator LerpVolumeCo(double beat, double length, float volumeStart, float volumeEnd)
|
|
{
|
|
float normalized = 0;
|
|
while (normalized <= 1)
|
|
{
|
|
normalized = cond.GetPositionFromBeat(beat, length);
|
|
audioSource.volume = Mathf.Lerp(volumeStart, volumeEnd, normalized);
|
|
yield return null;
|
|
}
|
|
}
|
|
|
|
public void Play()
|
|
{
|
|
if (!available)
|
|
{
|
|
GameManager.instance.SoundObjects.Release(this);
|
|
return;
|
|
}
|
|
|
|
audioSource = GetComponent<AudioSource>();
|
|
cond = Conductor.instance;
|
|
double dspTime = AudioSettings.dspTime;
|
|
|
|
available = false;
|
|
audioSource.clip = clip;
|
|
audioSource.pitch = pitch;
|
|
audioSource.volume = volume;
|
|
audioSource.loop = looping;
|
|
|
|
loopEndBeat = -1;
|
|
loopDone = false;
|
|
audioSource.Stop();
|
|
|
|
if (beat == -1 && !scheduled)
|
|
{
|
|
playInstant = true;
|
|
played = true;
|
|
startTime = dspTime;
|
|
audioSource.Play();
|
|
}
|
|
else
|
|
{
|
|
playInstant = false;
|
|
if (cond != null)
|
|
{
|
|
scheduledPitch = cond.SongPitch;
|
|
startTime = (dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
|
|
}
|
|
|
|
if (scheduledPitch != 0 && dspTime >= startTime)
|
|
{
|
|
audioSource.PlayScheduled(startTime);
|
|
played = true;
|
|
queued = true;
|
|
}
|
|
}
|
|
Update();
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
cond = Conductor.instance;
|
|
double dspTime = AudioSettings.dspTime;
|
|
if (!(available || played))
|
|
{
|
|
if (!ignoreConductorPause && !(cond.isPlaying || cond.isPaused))
|
|
{
|
|
GameManager.instance.SoundObjects.Release(this);
|
|
return;
|
|
}
|
|
if (scheduled)
|
|
{
|
|
if (!queued && dspTime > scheduledTime - PREBAKE_TIME)
|
|
{
|
|
audioSource.PlayScheduled(scheduledTime);
|
|
queued = true;
|
|
}
|
|
if (scheduledPitch != 0 && dspTime > scheduledTime)
|
|
{
|
|
played = true;
|
|
}
|
|
}
|
|
else if (!playInstant)
|
|
{
|
|
if (!queued && dspTime > startTime - PREBAKE_TIME)
|
|
{
|
|
startTime = (dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
|
|
audioSource.PlayScheduled(startTime);
|
|
queued = true;
|
|
}
|
|
if (scheduledPitch != 0 && dspTime > startTime)
|
|
{
|
|
played = true;
|
|
}
|
|
else
|
|
{
|
|
if (!played && scheduledPitch != cond.SongPitch)
|
|
{
|
|
if (cond.SongPitch == 0)
|
|
{
|
|
scheduledPitch = cond.SongPitch;
|
|
if (queued)
|
|
audioSource.Pause();
|
|
}
|
|
else
|
|
{
|
|
if (scheduledPitch == 0)
|
|
{
|
|
audioSource.UnPause();
|
|
}
|
|
scheduledPitch = cond.SongPitch;
|
|
startTime = (dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
|
|
if (queued)
|
|
audioSource.SetScheduledStartTime(startTime);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (played)
|
|
{
|
|
if (!ignoreConductorPause && !(cond.isPlaying || cond.isPaused))
|
|
{
|
|
GameManager.instance.SoundObjects.Release(this);
|
|
return;
|
|
}
|
|
if (!(looping || paused || audioSource.isPlaying))
|
|
{
|
|
GameManager.instance.SoundObjects.Release(this);
|
|
return;
|
|
}
|
|
|
|
if ((!ignoreConductorPause && cond.isPaused) || cond.SongPitch == 0)
|
|
{
|
|
if (!paused)
|
|
{
|
|
// Debug.Log($"Pausing {gameObject.name}");
|
|
audioSource.Pause();
|
|
paused = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (paused)
|
|
{
|
|
// Debug.Log($"Unpausing {gameObject.name}");
|
|
audioSource.UnPause();
|
|
paused = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!loopDone)
|
|
{
|
|
if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set.
|
|
{
|
|
if (cond.songPositionInBeatsAsDouble >= loopEndBeat)
|
|
{
|
|
KillLoop(fadeTime);
|
|
loopDone = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SetLoopParams(double endBeat, double fadeTime)
|
|
{
|
|
loopEndBeat = endBeat;
|
|
this.fadeTime = fadeTime;
|
|
}
|
|
|
|
public void Pause()
|
|
{
|
|
if (audioSource != null)
|
|
audioSource.Pause();
|
|
}
|
|
|
|
public void UnPause()
|
|
{
|
|
if (audioSource != null)
|
|
audioSource.UnPause();
|
|
}
|
|
|
|
public void Stop(bool releaseToPool = false)
|
|
{
|
|
if(releaseToPool && audioSource.isPlaying)
|
|
{
|
|
GameManager.instance.SoundObjects.Release(this);
|
|
}
|
|
|
|
available = true;
|
|
played = false;
|
|
paused = false;
|
|
queued = false;
|
|
playInstant = false;
|
|
looping = false;
|
|
scheduled = false;
|
|
beat = 0;
|
|
loopEndBeat = -1;
|
|
loopDone = false;
|
|
startTime = 0;
|
|
ignoreConductorPause = false;
|
|
|
|
audioSource.loop = false;
|
|
audioSource.Stop();
|
|
|
|
gameObject.SetActive(false);
|
|
}
|
|
|
|
#region Bend
|
|
// All of these should only be used with rockers.
|
|
// minenice: consider doing these in the audio thread so they can work per-sample?
|
|
public void BendUp(float bendTime, float bendedPitch)
|
|
{
|
|
if (!gameObject.activeSelf) return;
|
|
this.bendedPitch = bendedPitch;
|
|
if (bendTime == 0)
|
|
{
|
|
audioSource.pitch = bendedPitch;
|
|
return;
|
|
}
|
|
StartCoroutine(BendUpLoop(bendTime));
|
|
}
|
|
|
|
public void BendDown(float bendTime)
|
|
{
|
|
if (!gameObject.activeSelf) return;
|
|
if (bendTime == 0)
|
|
{
|
|
audioSource.pitch = pitch;
|
|
return;
|
|
}
|
|
StartCoroutine(BendDownLoop(bendTime));
|
|
}
|
|
|
|
IEnumerator BendUpLoop(float bendTime)
|
|
{
|
|
float startingPitch = audioSource.pitch;
|
|
float bendTimer = 0f;
|
|
|
|
while (bendTimer < bendTime)
|
|
{
|
|
bendTimer += Time.deltaTime;
|
|
float normalizedProgress = MathUtils.Normalize(bendTimer, 0, bendTime);
|
|
float currentPitch = Mathf.Lerp(startingPitch, bendedPitch, normalizedProgress);
|
|
audioSource.pitch = Mathf.Min(currentPitch, bendedPitch);
|
|
yield return null;
|
|
}
|
|
}
|
|
|
|
IEnumerator BendDownLoop(float bendTime)
|
|
{
|
|
float bendTimer = 0f;
|
|
float startingPitch = pitch;
|
|
|
|
while (bendTimer < bendTime)
|
|
{
|
|
bendTimer += Time.deltaTime;
|
|
float normalizedProgress = MathUtils.Normalize(bendTimer, 0, bendTime);
|
|
float currentPitch = Mathf.Lerp(startingPitch, bendedPitch, 1 - normalizedProgress);
|
|
audioSource.pitch = Mathf.Max(currentPitch, pitch);
|
|
yield return null;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
public void KillLoop(double fadeTime)
|
|
{
|
|
if (!gameObject.activeSelf) return;
|
|
if (fadeTime == 0)
|
|
{
|
|
GameManager.instance.SoundObjects.Release(this);
|
|
return;
|
|
}
|
|
StartCoroutine(FadeLoop(fadeTime));
|
|
}
|
|
|
|
double loopFadeTimer = 0f;
|
|
IEnumerator FadeLoop(double fadeTime)
|
|
{
|
|
float startingVol = audioSource.volume;
|
|
|
|
while (loopFadeTimer < fadeTime)
|
|
{
|
|
loopFadeTimer += Time.deltaTime;
|
|
audioSource.volume = (float)Math.Max((1f - (loopFadeTimer / fadeTime)) * startingVol, 0.0);
|
|
yield return null;
|
|
}
|
|
yield return null;
|
|
GameManager.instance.SoundObjects.Release(this);
|
|
}
|
|
}
|
|
}
|