add support for wav and ogg/vorbis audio files
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@ -1 +1,3 @@
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*.mp3 filter=lfs diff=lfs merge=lfs -text
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*.ogg filter=lfs diff=lfs merge=lfs -text
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*.wav filter=lfs diff=lfs merge=lfs -text
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@ -109,8 +109,8 @@ namespace MuzikaGromche
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UnityWebRequest[] requests = new UnityWebRequest[Tracks.Length * 2];
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for (int i = 0; i < Tracks.Length; i++) {
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Track track = Tracks[i];
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requests[i * 2] = UnityWebRequestMultimedia.GetAudioClip($"File://{text}{track.Name}Start.mp3", AudioType.MPEG);
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requests[i * 2 + 1] = UnityWebRequestMultimedia.GetAudioClip($"File://{text}{track.Name}Loop.mp3", AudioType.MPEG);
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requests[i * 2] = UnityWebRequestMultimedia.GetAudioClip($"File://{text}{track.FileNameStart}", track.AudioType);
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requests[i * 2 + 1] = UnityWebRequestMultimedia.GetAudioClip($"File://{text}{track.FileNameLoop}", track.AudioType);
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requests[i * 2].SendWebRequest();
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requests[i * 2 + 1].SendWebRequest();
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}
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@ -141,8 +141,22 @@ namespace MuzikaGromche
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// so the Loop track should start precisely on a beat.
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public float Bpm;
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// MPEG is basically mp3, and it can produce gaps at the start.
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// WAV is OK, but takes a lot of space. Try OGGVORBIS instead.
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public AudioType AudioType = AudioType.MPEG;
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public AudioClip LoadedStart;
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public AudioClip LoadedLoop;
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public string FileNameStart => $"{Name}Start.{ext}";
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public string FileNameLoop => $"{Name}Loop.{ext}";
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private string ext => AudioType switch
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{
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AudioType.MPEG => "mp3",
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AudioType.WAV => "wav",
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AudioType.OGGVORBIS => "ogg",
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_ => "",
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};
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}
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[HarmonyPatch(typeof(JesterAI))]
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