HeavenStudioPlus/Assets/Scripts/Games/SoundEffects.cs
AstrlJelly 3cdb63917e Advanced Blocks (#720)
* play sfx and play animation blocks

i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction
i can revert this if need be but it just seemed vestigial

* count in rework + preloading, multisound addition

multisound was using an array that was converted to a list..?
very silly when you consider it's a list first so sometimes it's list -> array -> list lol

new Count-In and Play SFX block preloads sfx now!! epic.

* prefab-ify event properties, Button EntityType

* things are very nearly working!

however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

* okay it's WORKING now

i just need to do some better dropdown stuff

* ITS WORKING ITS WORKING ITS WORKING

arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!!

* about to make a struct + class, tooltip improvements

gonna make the struct define it, then the class will actually be the dropdown
this is gonna make things so so so so much easier to comprehend

* finishing up, probably one more commit after this

* split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol
* fixed a count bug
* added param tooltip toggle

* grah it's ALMOST DONE

* it's 99.9% finished.

just some touch ups, i don't think i even know of any bugs

* alright, looks like that's all the bugs gone

* EVERYTHING IS FINISHED!!
2024-02-26 01:47:22 +00:00

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3.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games
{
public class SoundEffects : MonoBehaviour
{
public enum CountNumbers { One, Two, Three, Four }
// public readonly static string[] countNames = { "one", "two", "one", "two", "three", "four" };
public readonly static string[] countNames = { "one", "two", "one", "two", "three", "four" };
public readonly static float[] timings = { 0f, 2f, 4f, 5f, 6f, 7f };
public enum CountInType { Normal, Alt, Cowbell }
public static string GetCountInSound(int type)
{
return (CountInType)type switch {
CountInType.Normal => "1",
CountInType.Alt => "2",
CountInType.Cowbell or _ => "cowbell",
};
}
public static void PreloadCounts()
{
foreach (string load in new string[] { "one", "two", "three", "four", "cowbell", "ready1", "ready2" })
{
SoundByte.PreloadAudioClipAsync(load);
}
}
public static void CountIn(double beat, float length, bool alt, bool go)
{
PreloadCounts();
string countType = alt ? "2" : "1";
double startBeat = beat + length - 8;
List<MultiSound.Sound> sfx = new();
for (int i = 0; i < countNames.Length; i++) {
if (startBeat + timings[i] >= beat) {
sfx.Add(new MultiSound.Sound("count-ins/" + countNames[i] + countType, startBeat + timings[i]));
}
}
if (go) sfx[^1].name = "count-ins/go" + countType;
MultiSound.Play(sfx, false);
}
public static void FourBeatCountIn(double beat, float length, int type)
{
PreloadCounts();
string countType = GetCountInSound(type);
List<MultiSound.Sound> sfx = new();
for (int i = 0; i < 4; i++) {
sfx.Add(new MultiSound.Sound("count-ins/" + countNames[i + 2] + countType, beat + (i * length)));
}
MultiSound.Play(sfx, false);
}
public static void EightBeatCountIn(double beat, float length, int type)
{
PreloadCounts();
string[] sounds = { "one", "two", "one", "two", "three", "four" };
string sound = GetCountInSound(type);
List<MultiSound.Sound> sfx = new();
for (int i = 0; i < sounds.Length; i++) {
sfx.Add(new MultiSound.Sound("count-ins/" + sounds[i] + sound, beat + (timings[i] * length)));
}
MultiSound.Play(sfx, false);
}
public static void Count(int type, bool alt)
{
SoundByte.PlayOneShot("count-ins/" + (CountNumbers)type + (!alt ? "1" : "2"));
}
public static void Cowbell()
{
SoundByte.PlayOneShot("count-ins/cowbell");
}
public static void Ready(double beat, float length)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("count-ins/ready1", beat),
new MultiSound.Sound("count-ins/ready2", beat + (1f * length)),
}, false);
}
public static void And()
{
SoundByte.PlayOneShot("count-ins/and");
}
public static void Go(bool alt)
{
SoundByte.PlayOneShot("count-ins/go" + (!alt ? "1" : "2"));
}
}
}