mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-01 13:57:32 +00:00
63a2814caa
* 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
79 lines
No EOL
2.5 KiB
C#
79 lines
No EOL
2.5 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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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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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 Sound(string name, double beat, float pitch = 1f, float volume = 1f, bool looping = false, double offset = 0f)
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{
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this.name = name;
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this.beat = beat;
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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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}
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}
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public static MultiSound Play(Sound[] snds, bool game = true, bool forcePlay = false)
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{
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List<Sound> sounds = snds.ToList();
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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.startBeat = sounds[0].beat;
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ms.game = game;
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ms.forcePlay = forcePlay;
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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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ms.playingSounds.Add(s);
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}
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return ms;
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}
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private void Update()
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{
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foreach (Util.Sound sound in playingSounds)
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{
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if (!sound.available)
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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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}
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} |