HeavenStudioPlus/Assets/Scripts/Util/Sound.cs
minenice55 60d29f19c6
Timekeeping Improvements and Small Optimizations (#544)
* make BeatActions coroutines instead of componentrs

* pooled scheduled sounds

implement S' entity seek

* remove debug prints from last two changes

* implement absolute time tracking

implement DSP time resyncing

* optimize GameManager

* update TMPro

* update IDE packages

* fix dsp sync making the drift worse

* fix issue with the JSL dll

* relocate debug print

* make scheduled pitch setter functional

* any cpu
2023-09-11 22:28:04 +00:00

286 lines
9 KiB
C#

using System;
using System.Collections;
using UnityEngine;
using Starpelly;
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;
int loopIndex = 0;
private AudioSource audioSource;
private Conductor cond;
private int pauseTimes = 0;
private double startTime;
public double beat;
public double offset;
public float scheduledPitch = 1f;
bool playInstant = false;
bool played = false;
bool queued = false;
public bool available = true;
const double PREBAKE_TIME = 0.5;
private void Start()
{
}
public void Play()
{
if (!available)
{
GameManager.instance.SoundObjects.Release(this);
return;
}
audioSource = GetComponent<AudioSource>();
cond = Conductor.instance;
available = false;
audioSource.clip = clip;
audioSource.pitch = pitch;
audioSource.volume = volume;
audioSource.loop = looping;
loopEndBeat = -1;
loopIndex = 0;
audioSource.Stop();
if (beat == -1 && !scheduled)
{
playInstant = true;
played = true;
startTime = AudioSettings.dspTime;
audioSource.PlayScheduled(startTime);
StartCoroutine(NotRelyOnBeatSound());
}
else
{
playInstant = false;
scheduledPitch = cond.SongPitch;
startTime = (AudioSettings.dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
if (scheduledPitch != 0 && AudioSettings.dspTime >= startTime)
{
audioSource.PlayScheduled(startTime);
queued = true;
}
}
}
private void Update()
{
cond = Conductor.instance;
double dspTime = AudioSettings.dspTime;
if (!available)
{
if (!Conductor.instance.isPlaying)
{
GameManager.instance.SoundObjects.Release(this);
return;
}
if (scheduled)
{
if (!queued && dspTime > scheduledTime - PREBAKE_TIME)
{
audioSource.PlayScheduled(scheduledTime);
queued = true;
}
if (scheduledPitch != 0 && dspTime > scheduledTime)
{
StartCoroutine(NotRelyOnBeatSound());
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;
StartCoroutine(NotRelyOnBeatSound());
}
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);
if (queued)
audioSource.SetScheduledStartTime(startTime);
}
}
}
}
}
if (loopIndex < 1)
{
if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set.
{
if (cond.songPositionInBeatsAsDouble > loopEndBeat)
{
KillLoop(fadeTime);
loopIndex++;
}
}
}
}
IEnumerator NotRelyOnBeatSound()
{
if (!Conductor.instance.isPlaying)
{
GameManager.instance.SoundObjects.Release(this);
yield break;
}
WaitUntil yieldIsAudioPlaying = new WaitUntil(() => !audioSource.isPlaying || !Conductor.instance.isPlaying);
if (played && !looping) // Looping sounds are destroyed manually.
{
yield return yieldIsAudioPlaying;
GameManager.instance.SoundObjects.Release(this);
}
}
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()
{
available = true;
played = false;
queued = false;
playInstant = false;
looping = false;
scheduled = false;
beat = 0;
loopEndBeat = -1;
loopIndex = 0;
startTime = 0;
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;
StartCoroutine(BendUpLoop(bendTime));
}
public void BendDown(float bendTime)
{
if (!gameObject.activeSelf) return;
StartCoroutine(BendDownLoop(bendTime));
}
IEnumerator BendUpLoop(float bendTime)
{
float startingPitch = audioSource.pitch;
float bendTimer = 0f;
while (bendTimer < bendTime)
{
bendTimer += Time.deltaTime;
float normalizedProgress = Mathp.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 = Mathp.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;
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);
}
}
}