mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 17:45:16 +00:00
dd24a96338
* Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
326 lines
No EOL
12 KiB
C#
326 lines
No EOL
12 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Util
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{
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public class SoundByte
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{
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static GameObject oneShotAudioSourceObject;
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static AudioSource oneShotAudioSource;
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static int soundIdx = 0;
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public enum AudioType
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{
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OGG,
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WAV
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}
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public static Sound GetAvailableScheduledSound()
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{
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// soundIdx++;
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// soundIdx %= GameManager.instance.SoundObjects.Count;
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// GameManager.instance.SoundObjects[soundIdx].Stop();
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// return GameManager.instance.SoundObjects[soundIdx];
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return GameManager.instance.SoundObjects.Get();
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}
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/// <summary>
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/// Ensures that the jukebox and one-shot audio source exist.
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/// </summary>
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public static void BasicCheck()
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{
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if (FindJukebox() == null)
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{
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GameObject Jukebox = new GameObject("Jukebox");
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Jukebox.AddComponent<AudioSource>();
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Jukebox.tag = "Jukebox";
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}
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if (oneShotAudioSourceObject == null)
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{
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oneShotAudioSourceObject = new GameObject("OneShot Audio Source");
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oneShotAudioSource = oneShotAudioSourceObject.AddComponent<AudioSource>();
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UnityEngine.Object.DontDestroyOnLoad(oneShotAudioSourceObject);
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}
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}
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public static GameObject FindJukebox()
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{
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if (GameObject.FindGameObjectWithTag("Jukebox") != null)
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return GameObject.FindGameObjectWithTag("Jukebox");
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else
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return null;
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}
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/// <summary>
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/// Stops all currently playing sounds.
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/// </summary>
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public static void KillOneShots()
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{
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if (oneShotAudioSource != null)
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{
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oneShotAudioSource.Stop();
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}
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}
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/// <summary>
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/// Pauses all currently playing sounds.
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/// </summary>
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public static void PauseOneShots()
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{
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if (oneShotAudioSource != null)
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{
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oneShotAudioSource.Pause();
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}
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}
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/// <summary>
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/// Unpauses all currently playing sounds.
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/// </summary>
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public static void UnpauseOneShots()
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{
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if (oneShotAudioSource != null)
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{
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oneShotAudioSource.UnPause();
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}
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}
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/// <summary>
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/// Gets the length of an audio clip
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/// </summary>
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public static double GetClipLength(string name, float pitch = 1f, string game = null)
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{
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AudioClip clip = null;
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if (game != null)
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{
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string soundName = name.Split('/')[2];
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var inf = GameManager.instance.GetGameInfo(game);
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//first try the game's common assetbundle
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// Debug.Log("Jukebox loading sound " + soundName + " from common");
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clip = inf.GetCommonAssetBundle()?.LoadAsset<AudioClip>(soundName);
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//then the localized one
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if (clip == null)
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{
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// Debug.Log("Jukebox loading sound " + soundName + " from locale");
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clip = inf.GetLocalizedAssetBundle()?.LoadAsset<AudioClip>(soundName);
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}
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}
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//can't load from assetbundle, load from resources
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if (clip == null)
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{
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// Debug.Log("Jukebox loading sound " + name + " from resources");
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clip = Resources.Load<AudioClip>($"Sfx/{name}");
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}
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if (clip == null)
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{
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Debug.LogError($"Could not load clip {name}");
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return double.NaN;
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}
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return clip.length / pitch;
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}
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/// <summary>
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/// Gets the length of an audio clip
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/// Audio clip is fetched from minigame resources
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/// </summary>
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public static double GetClipLengthGame(string name, float pitch = 1f)
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{
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string gameName = name.Split('/')[0];
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var inf = GameManager.instance.GetGameInfo(gameName);
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if (inf != null)
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{
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return GetClipLength($"games/{name}", pitch, inf.usesAssetBundle ? gameName : null);
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}
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return double.NaN;
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}
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/// <summary>
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/// Fires a one-shot sound.
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/// Unpitched, non-scheduled, non-looping sounds are played using a global One-Shot audio source that doesn't create a Sound object.
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/// Looped sounds return their created Sound object so they can be canceled after creation.
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/// </summary>
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public static Sound PlayOneShot(string name, double beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, string game = null, double offset = 0f)
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{
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AudioClip clip = null;
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if (game != null)
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{
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string soundName = name.Split('/')[2];
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var inf = GameManager.instance.GetGameInfo(game);
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//first try the game's common assetbundle
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// Debug.Log("Jukebox loading sound " + soundName + " from common");
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clip = inf.GetCommonAssetBundle()?.LoadAsset<AudioClip>(soundName);
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//then the localized one
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if (clip == null)
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{
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// Debug.Log("Jukebox loading sound " + soundName + " from locale");
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clip = inf.GetLocalizedAssetBundle()?.LoadAsset<AudioClip>(soundName);
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}
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}
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//can't load from assetbundle, load from resources
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if (clip == null)
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{
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// Debug.Log("Jukebox loading sound " + name + " from resources");
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clip = Resources.Load<AudioClip>($"Sfx/{name}");
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}
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if (looping || beat != -1 || pitch != 1f)
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{
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Sound snd = GetAvailableScheduledSound();
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snd.clip = clip;
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snd.beat = beat;
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snd.pitch = pitch;
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snd.volume = volume;
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snd.looping = looping;
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snd.offset = offset;
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snd.Play();
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return snd;
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}
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else
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{
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if (oneShotAudioSourceObject == null)
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{
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oneShotAudioSourceObject = new GameObject("OneShot Audio Source");
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oneShotAudioSource = oneShotAudioSourceObject.AddComponent<AudioSource>();
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UnityEngine.Object.DontDestroyOnLoad(oneShotAudioSourceObject);
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}
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oneShotAudioSource.PlayOneShot(clip, volume);
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return null;
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}
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}
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/// <summary>
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/// Schedules a sound to be played at a specific time in seconds.
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/// </summary>
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public static Sound PlayOneShotScheduled(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, string game = null)
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{
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Sound snd = GetAvailableScheduledSound();
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AudioClip clip = null;
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if (game != null)
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{
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string soundName = name.Split('/')[2];
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var inf = GameManager.instance.GetGameInfo(game);
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//first try the game's common assetbundle
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// Debug.Log("Jukebox loading sound " + soundName + " from common");
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clip = inf.GetCommonAssetBundle()?.LoadAsset<AudioClip>(soundName);
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//then the localized one
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if (clip == null)
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{
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// Debug.Log("Jukebox loading sound " + soundName + " from locale");
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clip = inf.GetLocalizedAssetBundle()?.LoadAsset<AudioClip>(soundName);
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}
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}
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//can't load from assetbundle, load from resources
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if (clip == null)
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clip = Resources.Load<AudioClip>($"Sfx/{name}");
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// abort if no clip found
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snd.clip = clip;
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snd.pitch = pitch;
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snd.volume = volume;
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snd.looping = looping;
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snd.scheduled = true;
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snd.scheduledTime = targetTime;
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snd.Play();
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return snd;
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}
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/// <summary>
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/// Fires a one-shot sound located in minigame resources.
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/// Unpitched, non-scheduled, non-looping sounds are played using a global One-Shot audio source that doesn't create a Sound object.
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/// Looped sounds return their created Sound object so they can be canceled after creation.
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/// </summary>
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public static Sound PlayOneShotGame(string name, double beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false, double offset = 0f)
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{
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string gameName = name.Split('/')[0];
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var inf = GameManager.instance.GetGameInfo(gameName);
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if (GameManager.instance.currentGame == gameName || forcePlay)
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{
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return PlayOneShot($"games/{name}", beat, pitch, volume, looping, inf.usesAssetBundle ? gameName : null, offset);
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}
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return null;
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}
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/// <summary>
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/// Schedules a sound to be played at a specific time in seconds.
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/// Audio clip is fetched from minigame resources
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/// </summary>
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public static Sound PlayOneShotScheduledGame(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false)
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{
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string gameName = name.Split('/')[0];
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var inf = GameManager.instance.GetGameInfo(gameName);
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if (GameManager.instance.currentGame == gameName || forcePlay)
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{
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return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping, inf.usesAssetBundle ? gameName : null);
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}
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return null;
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}
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/// <summary>
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/// Stops a looping Sound
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/// </summary>
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public static void KillLoop(Sound source, float fadeTime)
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{
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// Safeguard against previously-destroyed sounds.
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if (source == null)
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return;
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source.KillLoop(fadeTime);
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}
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/// <summary>
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/// Gets a pitch multiplier from semitones.
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/// </summary>
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public static float GetPitchFromSemiTones(int semiTones, bool pitchToMusic)
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{
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if (pitchToMusic)
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{
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return Mathf.Pow(2f, (1f / 12f) * semiTones) * Conductor.instance.musicSource.pitch;
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}
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else
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{
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return Mathf.Pow(2f, (1f / 12f) * semiTones);
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}
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}
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/// <summary>
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/// Returns the semitones from a pitch.
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/// </summary>
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/// <param name="pitch">The pitch of the sound.</param>
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public static int GetSemitonesFromPitch(float pitch, bool pitchToMusic)
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{
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if (pitchToMusic) return (int)((12f * Mathf.Log(pitch, 2)) / Conductor.instance.musicSource.pitch);
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return (int)(12f * Mathf.Log(pitch, 2));
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}
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/// <summary>
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/// Gets a pitch multiplier from cents.
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/// </summary>
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public static float GetPitchFromCents(int cents, bool pitchToMusic)
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{
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if (pitchToMusic)
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{
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return Mathf.Pow(2f, (1f / 12f) * (cents / 100)) * Conductor.instance.musicSource.pitch;
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}
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else
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{
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return Mathf.Pow(2f, (1f / 12f) * (cents / 100));
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}
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}
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}
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} |