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Add support for WAV and OGG/VORBIS audio files

This commit is contained in:
ivan tkachenko 2025-07-04 22:33:36 +03:00
parent 68b4e120db
commit cb1002d339
2 changed files with 18 additions and 2 deletions

View File

@ -1 +1,3 @@
*.mp3 filter=lfs diff=lfs merge=lfs -text
*.ogg filter=lfs diff=lfs merge=lfs -text
*.wav filter=lfs diff=lfs merge=lfs -text

View File

@ -109,8 +109,8 @@ namespace MuzikaGromche
UnityWebRequest[] requests = new UnityWebRequest[Tracks.Length * 2];
for (int i = 0; i < Tracks.Length; i++) {
Track track = Tracks[i];
requests[i * 2] = UnityWebRequestMultimedia.GetAudioClip($"File://{text}{track.Name}Start.mp3", AudioType.MPEG);
requests[i * 2 + 1] = UnityWebRequestMultimedia.GetAudioClip($"File://{text}{track.Name}Loop.mp3", AudioType.MPEG);
requests[i * 2] = UnityWebRequestMultimedia.GetAudioClip($"File://{text}{track.FileNameStart}", track.AudioType);
requests[i * 2 + 1] = UnityWebRequestMultimedia.GetAudioClip($"File://{text}{track.FileNameLoop}", track.AudioType);
requests[i * 2].SendWebRequest();
requests[i * 2 + 1].SendWebRequest();
}
@ -142,8 +142,22 @@ namespace MuzikaGromche
// so the Loop track should start precisely on a beat.
public float Bpm;
// MPEG is basically mp3, and it can produce gaps at the start.
// WAV is OK, but takes a lot of space. Try OGGVORBIS instead.
public AudioType AudioType = AudioType.MPEG;
public AudioClip LoadedStart;
public AudioClip LoadedLoop;
public string FileNameStart => $"{Name}Start.{Ext}";
public string FileNameLoop => $"{Name}Loop.{Ext}";
private string Ext => AudioType switch
{
AudioType.MPEG => "mp3",
AudioType.WAV => "wav",
AudioType.OGGVORBIS => "ogg",
_ => "",
};
}
[HarmonyPatch(typeof(JesterAI))]