mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-18 06:20:03 +00:00
140 lines
3.6 KiB
C#
140 lines
3.6 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace HeavenStudio.Util
|
|
{
|
|
public class Sound : MonoBehaviour
|
|
{
|
|
public AudioClip clip;
|
|
public float pitch = 1;
|
|
public float volume = 1;
|
|
|
|
// For use with PlayOneShotScheduled
|
|
public bool scheduled;
|
|
public double scheduledTime;
|
|
|
|
public bool looping;
|
|
public float loopEndBeat = -1;
|
|
public float fadeTime;
|
|
int loopIndex = 0;
|
|
|
|
private AudioSource audioSource;
|
|
|
|
private int pauseTimes = 0;
|
|
|
|
private float startTime;
|
|
|
|
public float beat;
|
|
|
|
bool playInstant = false;
|
|
int playIndex = 0;
|
|
|
|
private void Start()
|
|
{
|
|
audioSource = GetComponent<AudioSource>();
|
|
audioSource.clip = clip;
|
|
audioSource.pitch = pitch;
|
|
audioSource.volume = volume;
|
|
audioSource.loop = looping;
|
|
|
|
if (beat == -1 && !scheduled)
|
|
{
|
|
audioSource.PlayScheduled(Time.time);
|
|
playInstant = true;
|
|
playIndex++;
|
|
}
|
|
else
|
|
{
|
|
playInstant = false;
|
|
}
|
|
|
|
startTime = Conductor.instance.songPosition;
|
|
|
|
if (!scheduled && !looping)
|
|
StartCoroutine(NotRelyOnBeatSound());
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (playIndex < 1)
|
|
{
|
|
if (scheduled)
|
|
{
|
|
if (AudioSettings.dspTime > scheduledTime)
|
|
{
|
|
StartCoroutine(NotRelyOnBeatSound());
|
|
playIndex++;
|
|
}
|
|
}
|
|
else if (!playInstant)
|
|
{
|
|
if (Conductor.instance.songPositionInBeats > beat)
|
|
{
|
|
audioSource.PlayScheduled(Time.time);
|
|
playIndex++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (loopIndex < 1)
|
|
{
|
|
if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set.
|
|
{
|
|
if (Conductor.instance.songPositionInBeats > loopEndBeat)
|
|
{
|
|
KillLoop(fadeTime);
|
|
loopIndex++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
IEnumerator NotRelyOnBeatSound()
|
|
{
|
|
if (!looping) // Looping sounds are destroyed manually.
|
|
{
|
|
yield return new WaitForSeconds(clip.length);
|
|
Delete();
|
|
}
|
|
}
|
|
|
|
public void SetLoopParams(float endBeat, float fadeTime)
|
|
{
|
|
loopEndBeat = endBeat;
|
|
this.fadeTime = fadeTime;
|
|
}
|
|
|
|
public void Stop()
|
|
{
|
|
if (audioSource != null)
|
|
audioSource.Stop();
|
|
}
|
|
|
|
public void Delete()
|
|
{
|
|
GameManager.instance.SoundObjects.Remove(gameObject);
|
|
Destroy(gameObject);
|
|
}
|
|
|
|
public void KillLoop(float fadeTime)
|
|
{
|
|
StartCoroutine(FadeLoop(fadeTime));
|
|
}
|
|
|
|
float loopFadeTimer = 0f;
|
|
IEnumerator FadeLoop(float fadeTime)
|
|
{
|
|
float startingVol = audioSource.volume;
|
|
|
|
while (loopFadeTimer < fadeTime)
|
|
{
|
|
loopFadeTimer += Time.deltaTime;
|
|
audioSource.volume = Mathf.Max((1f - (loopFadeTimer / fadeTime)) * startingVol, 0f);
|
|
yield return null;
|
|
}
|
|
|
|
Delete();
|
|
}
|
|
}
|
|
}
|