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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Fixed loaded audio not looping bug
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commit
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@ -121,7 +121,8 @@ namespace NewHorizons.Builder.Props
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{
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{
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try
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try
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{
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{
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clip = mod.Assets.GetAudio(info.AudioFilePath);
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clip = AudioUtility.LoadAudio(mod.Manifest.ModFolderPath + "/" + info.AudioFilePath);
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//clip = mod.Assets.GetAudio(info.AudioFilePath);
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}
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}
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catch(Exception e)
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catch(Exception e)
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{
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{
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@ -5,87 +5,55 @@ using System.Linq;
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using System.Text;
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using System.Text;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace NewHorizons.Utility
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namespace NewHorizons.Utility
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{
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{
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public static class AudioUtility
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public static class AudioUtility
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{
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{
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// Thank you https://answers.unity.com/questions/737002/wav-byte-to-audioclip.html?_ga=2.94866780.194866897.1641426110-1837936344.1635819725
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public static AudioClip LoadAudio(string filePath)
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// convert two bytes to one float in the range -1 to 1
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static float bytesToFloat(byte firstByte, byte secondByte)
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{
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{
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// convert two bytes to one short (little endian)
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var task = Task.Run(async () => await GetAudioClip(filePath));
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short s = (short)((secondByte << 8) | firstByte);
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task.Wait();
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// convert to range from -1 to (just below) 1
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return task.Result;
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return s / 32768.0F;
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}
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}
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static int bytesToInt(byte[] bytes, int offset = 0)
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private static async Task<AudioClip> GetAudioClip(string filePath)
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{
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{
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int value = 0;
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for (int i = 0; i < 4; i++)
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var extension = filePath.Split(new char[] { '.' }).Last();
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UnityEngine.AudioType audioType;
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switch (extension)
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{
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{
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value |= ((int)bytes[offset + i]) << (i * 8);
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case ("wav"):
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}
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audioType = UnityEngine.AudioType.WAV;
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return value;
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break;
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case ("ogg"):
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audioType = UnityEngine.AudioType.OGGVORBIS;
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break;
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default:
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Logger.LogError($"Invalid audio file extension ({extension}) must be .wav or .ogg");
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return null;
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}
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}
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private static byte[] GetBytes(string filename)
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using (UnityWebRequest www = UnityWebRequestMultimedia.GetAudioClip(filePath, audioType))
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{
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{
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return File.ReadAllBytes(filename);
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var result = www.SendWebRequest();
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while (!result.isDone) { await Task.Delay(100); }
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if (www.isNetworkError)
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{
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Debug.Log(www.error);
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return null;
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}
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}
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else
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// Returns left and right double arrays. 'right' will be null if sound is mono.
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public static AudioClip LoadWAV(string filename)
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{
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{
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var wav = GetBytes(filename);
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return DownloadHandlerAudioClip.GetContent(www);
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// Determine if mono or stereo
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var ChannelCount = wav[22]; // Forget byte 23 as 99.999% of WAVs are 1 or 2 channels
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// Get the frequency
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var Frequency = bytesToInt(wav, 24);
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// Get past all the other sub chunks to get to the data subchunk:
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int pos = 12; // First Subchunk ID from 12 to 16
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// Keep iterating until we find the data chunk (i.e. 64 61 74 61 ...... (i.e. 100 97 116 97 in decimal))
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while (!(wav[pos] == 100 && wav[pos + 1] == 97 && wav[pos + 2] == 116 && wav[pos + 3] == 97))
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{
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pos += 4;
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int chunkSize = wav[pos] + wav[pos + 1] * 256 + wav[pos + 2] * 65536 + wav[pos + 3] * 16777216;
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pos += 4 + chunkSize;
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}
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}
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pos += 8;
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// Pos is now positioned to start of actual sound data.
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var SampleCount = (wav.Length - pos) / 2; // 2 bytes per sample (16 bit sound mono)
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if (ChannelCount == 2) SampleCount /= 2; // 4 bytes per sample (16 bit stereo)
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// Allocate memory (right will be null if only mono sound)
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var LeftChannel = new float[SampleCount];
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float[] RightChannel;
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if (ChannelCount == 2) RightChannel = new float[SampleCount];
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else RightChannel = null;
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// Write to double array/s:
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int i = 0;
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while (pos < wav.Length)
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{
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LeftChannel[i] = bytesToFloat(wav[pos], wav[pos + 1]);
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pos += 2;
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if (ChannelCount == 2)
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{
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RightChannel[i] = bytesToFloat(wav[pos], wav[pos + 1]);
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pos += 2;
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}
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}
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i++;
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}
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AudioClip audioClip = AudioClip.Create("testSound", SampleCount, 1, Frequency, false);
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audioClip.SetData(LeftChannel, 0);
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return audioClip;
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}
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}
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}
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}
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}
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}
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