HeavenStudioPlus/Assets/Scripts/Util/MultiSound.cs
minenice55 63a2814caa 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

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2.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace HeavenStudio.Util
{
public class MultiSound : MonoBehaviour
{
private double startBeat;
private bool game;
private bool forcePlay;
public List<Sound> sounds = new List<Sound>();
public List<Util.Sound> playingSounds = new List<Util.Sound>();
public class Sound
{
public string name { get; set; }
public double beat { get; set; }
public float pitch { get; set; }
public float volume { get; set; }
public bool looping { get; set; }
public double offset { get; set; }
public Sound(string name, double beat, float pitch = 1f, float volume = 1f, bool looping = false, double offset = 0f)
{
this.name = name;
this.beat = beat;
this.pitch = pitch;
this.volume = volume;
this.looping = looping;
this.offset = offset;
}
}
public static MultiSound Play(Sound[] snds, bool game = true, bool forcePlay = false)
{
List<Sound> sounds = snds.ToList();
GameObject go = new GameObject("MultiSound");
MultiSound ms = go.AddComponent<MultiSound>();
ms.sounds = sounds;
ms.startBeat = sounds[0].beat;
ms.game = game;
ms.forcePlay = forcePlay;
for (int i = 0; i < sounds.Count; i++)
{
Util.Sound s;
if (game)
s = SoundByte.PlayOneShotGame(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay, sounds[i].offset);
else
s = SoundByte.PlayOneShot(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, null, sounds[i].offset);
ms.playingSounds.Add(s);
}
return ms;
}
private void Update()
{
foreach (Util.Sound sound in playingSounds)
{
if (!sound.available)
return;
}
Destroy(gameObject);
}
public void Delete()
{
foreach (Util.Sound sound in playingSounds)
{
GameManager.instance.SoundObjects.Release(sound);
}
Destroy(gameObject);
}
}
}