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using BepInEx.Configuration ;
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using BepInEx ;
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using CSync.Extensions ;
using CSync.Lib ;
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using HarmonyLib ;
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using LethalConfig.ConfigItems.Options ;
using LethalConfig.ConfigItems ;
using LethalConfig ;
using System.Collections.Generic ;
using System.Collections ;
using System.Linq ;
using System.Security.Cryptography ;
using System ;
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using UnityEngine.Networking ;
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using UnityEngine ;
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namespace MuzikaGromche
{
[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
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[BepInDependency("com.sigurd.csync", "5.0.1")]
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[BepInDependency("ainavt.lc.lethalconfig", "1.4.6")]
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public class Plugin : BaseUnityPlugin
{
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internal new static Config Config { get ; private set ; } = null ;
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public static Track [ ] Tracks = [
new Track
{
Name = "MuzikaGromche" ,
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Language = Language . RUSSIAN ,
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WindUpTimer = 46.3f ,
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Bars = 8 ,
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} ,
new Track
{
Name = "VseVZale" ,
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Language = Language . RUSSIAN ,
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WindUpTimer = 39f ,
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Bars = 8 ,
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} ,
new Track
{
Name = "DeployDestroy" ,
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Language = Language . RUSSIAN ,
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WindUpTimer = 40.7f ,
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Bars = 8 ,
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} ,
new Track
{
Name = "MoyaZhittya" ,
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Language = Language . ENGLISH ,
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WindUpTimer = 34.5f ,
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Bars = 8 ,
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} ,
new Track
{
Name = "Gorgorod" ,
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Language = Language . RUSSIAN ,
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WindUpTimer = 43.2f ,
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Bars = 6 ,
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} ,
new Track
{
Name = "Durochka" ,
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Language = Language . RUSSIAN ,
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WindUpTimer = 37f ,
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Bars = 10 ,
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}
] ;
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public static Track ChooseTrack ( )
{
var seed = RoundManager . Instance . dungeonGenerator . Generator . ChosenSeed ;
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int [ ] weights = [ . . Tracks . Select ( track = > track . Weight . Value ) ] ;
var rwi = new RandomWeightedIndex ( weights ) ;
var trackId = rwi . GetRandomWeightedIndex ( seed ) ;
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var track = Tracks [ trackId ] ;
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Debug . Log ( $"Seed is {seed}, chosen track is \" { track . Name } \ ", #{trackId} of {rwi}" ) ;
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return Tracks [ trackId ] ;
}
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public static Track CurrentTrack ;
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public static void SetLightColor ( Color color )
{
foreach ( var light in RoundManager . Instance . allPoweredLights )
{
light . color = color ;
}
}
public static void ResetLightColor ( )
{
SetLightColor ( Color . white ) ;
}
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private void Awake ( )
{
string text = Info . Location . TrimEnd ( ( PluginInfo . PLUGIN_NAME + ".dll" ) . ToCharArray ( ) ) ;
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.FileNameStart}" , track . AudioType ) ;
requests [ i * 2 + 1 ] = UnityWebRequestMultimedia . GetAudioClip ( $"File://{text}{track.FileNameLoop}" , track . AudioType ) ;
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requests [ i * 2 ] . SendWebRequest ( ) ;
requests [ i * 2 + 1 ] . SendWebRequest ( ) ;
}
while ( ! requests . All ( request = > request . isDone ) ) { }
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if ( requests . All ( request = > request . result = = UnityWebRequest . Result . Success ) )
{
for ( int i = 0 ; i < Tracks . Length ; i + + )
{
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Track track = Tracks [ i ] ;
track . LoadedStart = DownloadHandlerAudioClip . GetContent ( requests [ i * 2 ] ) ;
track . LoadedLoop = DownloadHandlerAudioClip . GetContent ( requests [ i * 2 + 1 ] ) ;
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}
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Config = new Config ( base . Config ) ;
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new Harmony ( PluginInfo . PLUGIN_NAME ) . PatchAll ( typeof ( JesterPatch ) ) ;
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}
else
{
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Logger . LogError ( "Could not load audio file" ) ;
}
}
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} ;
public record Language ( string Short , string Full )
{
public static readonly Language ENGLISH = new ( "EN" , "English" ) ;
public static readonly Language RUSSIAN = new ( "RU" , "Russian" ) ;
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}
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public class Track
{
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public string Name ;
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// Language of the track's lyrics.
public Language Language ;
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// Wind-up time can and should be shorter than the Start audio track,
// so that the "pop" effect can be baked into the Start audio and kept away
// from the looped part. This also means that the light show starts before
// the looped track does, so we need to sync them up as soon as we enter the Loop.
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public float WindUpTimer ;
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// Estimated number of beats per minute. Not used for light show, but might come in handy.
public float Bpm = > 60f / ( LoadedLoop . length / Beats ) ;
// How many beats the loop segment has. The default strategy is to switch color of lights on each beat.
public int Beats ;
// Shorthand for four beats
public int Bars
{
set = > Beats = value * 4 ;
}
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// 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 ;
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public AudioClip LoadedStart ;
public AudioClip LoadedLoop ;
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// This does not account for the timestamp when Jester has actually popped
public float FixedLoopDelay = > LoadedStart . length - WindUpTimer ;
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// How often this track should be chosen, relative to the sum of weights of all tracks.
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public SyncedEntry < int > Weight ;
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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" ,
_ = > "" ,
} ;
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public float CalculateBeat ( AudioSource start , AudioSource loop )
{
// If popped, calculate which beat the music is currently at.
// In order to do that we should choose one of two strategies:
/ /
// 1. If start source is still playing, use its position since WindUpTimer.
// 2. Otherwise use loop source, adding the delay after WindUpTimer,
// which is the remaining of the start, i.e. (LoadedStart.length - WindUpTimer).
/ /
// NOTE 1: PlayDelayed also counts as isPlaying, so loop.isPlaying is always true and as such it's useful.
// NOTE 2: There is a weird state when Jester has popped and chases a player:
// Start/farAudio isPlaying is true but stays exactly at zero time, so we need to ignore that.
var elapsed = start . isPlaying & & start . time ! = 0f
// [1] Start source is still playing
? start . time - WindUpTimer
// [2] Start source has finished
: loop . time + FixedLoopDelay ;
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elapsed - = Config . AudioOffset . Value ;
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var normalized = Mod . Positive ( elapsed / LoadedLoop . length , 1f ) ;
var beat = normalized * ( float ) Beats ;
#if DEBUG
var color = ColorAtBeat ( beat ) ;
Debug . LogFormat ( "MuzikaGromche t={0,10:N4} d={1,7:N4} Start[{2}{3,8:N4} ==0f? {4}] Loop[{5}{6,8:N4}] norm={7,6:N4} beat={8,7:N4} color={9}" ,
Time . realtimeSinceStartup , Time . deltaTime ,
( start . isPlaying ? '+' : ' ' ) , start . time , ( start . time = = 0f ? 'Y' : 'n' ) ,
( loop . isPlaying ? '+' : ' ' ) , loop . time ,
normalized , beat , color ) ;
#endif
return beat ;
}
static readonly List < Color > Colors = [ Color . magenta , Color . cyan , Color . green , Color . yellow ] ;
public Color ColorAtBeat ( float beat )
{
int beatIndex = Mod . Positive ( Mathf . FloorToInt ( beat ) , Beats ) ;
return Mod . Index ( Colors , beatIndex ) ;
}
}
// Default C#/.NET remainder operator % returns negative result for negative input
// which is unsuitable as an index for an array.
public static class Mod
{
public static int Positive ( int x , int m )
{
int r = x % m ;
return r < 0 ? r + m : r ;
}
public static float Positive ( float x , float m )
{
float r = x % m ;
return r < 0f ? r + m : r ;
}
public static T Index < T > ( IList < T > array , int index )
{
return array [ Mod . Positive ( index , array . Count ) ] ;
}
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}
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public readonly struct RandomWeightedIndex
{
public RandomWeightedIndex ( int [ ] weights )
{
Weights = weights ;
TotalWeights = Weights . Sum ( ) ;
if ( TotalWeights = = 0 )
{
// If everything is set to zero, everything is equally possible
Weights = [ . . Weights . Select ( _ = > 1 ) ] ;
TotalWeights = Weights . Length ;
}
}
private byte [ ] GetHash ( int seed )
{
var buffer = new byte [ 4 * ( 1 + Weights . Length ) ] ;
var offset = 0 ;
Buffer . BlockCopy ( BitConverter . GetBytes ( seed ) , 0 , buffer , offset , sizeof ( int ) ) ;
// Make sure that tweaking weights even a little drastically changes the outcome
foreach ( var weight in Weights )
{
offset + = 4 ;
Buffer . BlockCopy ( BitConverter . GetBytes ( weight ) , 0 , buffer , offset , sizeof ( int ) ) ;
}
var sha = SHA256 . Create ( ) ;
var hash = sha . ComputeHash ( buffer ) ;
return hash ;
}
private int GetRawIndex ( byte [ ] hash )
{
if ( TotalWeights = = 0 )
{
// Should not happen, but what if Weights array is empty?
return - 1 ;
}
var index = 0 ;
foreach ( var t in hash )
{
// modulus division on byte array
index * = 256 % TotalWeights ;
index % = TotalWeights ;
index + = t % TotalWeights ;
index % = TotalWeights ;
}
return index ;
}
private int GetWeightedIndex ( int rawIndex )
{
if ( rawIndex < 0 | | rawIndex > = TotalWeights )
{
return - 1 ;
}
int sum = 0 ;
foreach ( var ( weight , index ) in Weights . Select ( ( x , i ) = > ( x , i ) ) )
{
sum + = weight ;
if ( rawIndex < sum )
{
// Found
return index ;
}
}
return - 1 ;
}
public int GetRandomWeightedIndex ( int seed )
{
var hash = GetHash ( seed ) ;
var index = GetRawIndex ( hash ) ;
return GetWeightedIndex ( index ) ;
}
public override string ToString ( )
{
return $"Weighted(Total={TotalWeights}, Weights=[{string.Join(',', Weights)}])" ;
}
readonly private int [ ] Weights ;
readonly public int TotalWeights { get ; }
}
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public static class SyncedEntryExtensions
{
// Update local values on clients. Even though the clients couldn't
// edit them, they could at least see the new values.
public static void SyncHostToLocal < T > ( this SyncedEntry < T > entry )
{
entry . Changed + = ( sender , args ) = >
{
args . ChangedEntry . LocalValue = args . NewValue ;
} ;
}
}
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public class Config : SyncedConfig2 < Config >
{
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public static ConfigEntry < float > AudioOffset { get ; private set ; }
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public static bool ShouldSkipWindingPhase { get ; private set ; } = false ;
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public Config ( ConfigFile configFile ) : base ( PluginInfo . PLUGIN_GUID )
{
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AudioOffset = configFile . Bind ( "General" , "Audio Offset" , 0f , new ConfigDescription (
"Adjust audio offset (in seconds).\n\nIf you are playing with Bluetooth headphones and experiencing a visual desync, try setting this to about negative 0.2.\n\nIf your video output has high latency (like a long HDMI cable etc.), try positive values instead." ,
new AcceptableValueRange < float > ( - 0.5f , 0.5f ) ) ) ;
LethalConfigManager . AddConfigItem ( new FloatSliderConfigItem ( AudioOffset , requiresRestart : false ) ) ;
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#if DEBUG
SetupEntriesToSkipWinding ( configFile ) ;
#endif
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var chanceRange = new AcceptableValueRange < int > ( 0 , 100 ) ;
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var languageSectionButtonExists = new HashSet < Language > ( ) ;
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foreach ( var track in Plugin . Tracks )
{
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var language = track . Language ;
string section = $"Tracks.{language.Short}" ;
// Create section toggle
if ( ! languageSectionButtonExists . Contains ( language ) )
{
languageSectionButtonExists . Add ( language ) ;
string buttonOptionName = $"Toggle all {language.Full} tracks" ;
string buttonDescription = "Toggle all tracks in this section ON or OFF. Effective immediately." ;
string buttonText = "Toggle" ;
var button = new GenericButtonConfigItem ( section , buttonOptionName , buttonDescription , buttonText , ( ) = >
{
if ( CanModifyWeightsNow ( ) )
{
var tracks = Plugin . Tracks . Where ( t = > t . Language . Equals ( language ) ) . ToList ( ) ;
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var isOff = tracks . All ( t = > t . Weight . LocalValue = = 0 ) ;
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var newWeight = isOff ? 50 : 0 ;
foreach ( var t in tracks )
{
t . Weight . LocalValue = newWeight ;
}
}
} ) ;
button . ButtonOptions . CanModifyCallback = CanModifyWeightsNow ;
LethalConfigManager . AddConfigItem ( button ) ;
}
// Create slider entry for track
string name = $"[{language.Short}] {track.Name}" ;
string description = $"Language: {language.Full}\n\nRandom (relative) chance of selecting this track.\n\nSet to zero to effectively disable the track." ;
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track . Weight = configFile . BindSyncedEntry (
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new ConfigDefinition ( section , track . Name ) ,
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50 ,
new ConfigDescription ( description , chanceRange , track ) ) ;
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var slider = new IntSliderConfigItem ( track . Weight . Entry , new IntSliderOptions
{
RequiresRestart = false ,
CanModifyCallback = CanModifyWeightsNow ,
} ) ;
LethalConfigManager . AddConfigItem ( slider ) ;
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CSyncHackAddSyncedEntry ( track . Weight ) ;
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}
ConfigManager . Register ( this ) ;
}
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// HACK because CSync doesn't provide an API to register a list of config entries
// See https://github.com/lc-sigurd/CSync/issues/11
private void CSyncHackAddSyncedEntry ( SyncedEntryBase entryBase )
{
// This is basically what ConfigFile.PopulateEntryContainer does
EntryContainer . Add ( entryBase . BoxedEntry . ToSyncedEntryIdentifier ( ) , entryBase ) ;
}
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public static CanModifyResult CanModifyIfHost ( )
{
var startOfRound = StartOfRound . Instance ;
if ( ! startOfRound )
{
return CanModifyResult . True ( ) ; // Main menu
}
if ( ! startOfRound . IsHost )
{
return CanModifyResult . False ( "Only for host" ) ;
}
return CanModifyResult . True ( ) ;
}
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public static CanModifyResult CanModifyWeightsNow ( )
{
var startOfRound = StartOfRound . Instance ;
if ( ! startOfRound )
{
return CanModifyResult . True ( ) ; // Main menu
}
if ( ! startOfRound . IsHost )
{
return CanModifyResult . False ( "Only for host" ) ;
}
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#if ! DEBUG // Changing tracks on the fly might lead to a desync. But it may speed up development process
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if ( ! startOfRound . inShipPhase )
{
return CanModifyResult . False ( "Only while orbiting" ) ;
}
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#endif
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return CanModifyResult . True ( ) ;
}
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private void SetupEntriesToSkipWinding ( ConfigFile configFile )
{
var syncedEntry = configFile . BindSyncedEntry ( "General" , "Skip Winding Phase" , false ,
new ConfigDescription ( "Skip most of the wind-up/intro/start music.\n\nUse this option to test your Loop audio segment." ) ) ;
LethalConfigManager . AddConfigItem ( new BoolCheckBoxConfigItem ( syncedEntry . Entry , new BoolCheckBoxOptions
{
RequiresRestart = false ,
CanModifyCallback = CanModifyIfHost ,
} ) ) ;
CSyncHackAddSyncedEntry ( syncedEntry ) ;
syncedEntry . Changed + = ( sender , args ) = > apply ( ) ;
syncedEntry . SyncHostToLocal ( ) ;
apply ( ) ;
void apply ( )
{
ShouldSkipWindingPhase = syncedEntry . Value ;
}
}
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}
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// farAudio is during windup, Start overrides popGoesTheWeaselTheme
// creatureVoice is when popped, Loop overrides screamingSFX
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[HarmonyPatch(typeof(JesterAI))]
internal class JesterPatch
{
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#if DEBUG
[HarmonyPatch("SetJesterInitialValues")]
[HarmonyPostfix]
public static void AlmostInstantFollowTimerPostfix ( JesterAI __instance )
{
__instance . beginCrankingTimer = 1f ;
}
#endif
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[HarmonyPatch("Update")]
[HarmonyPrefix]
public static void DoNotStopTheMusicPrefix ( JesterAI __instance , out State __state )
{
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__state = new State
{
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farAudio = __instance . farAudio ,
previousState = __instance . previousState ,
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} ;
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if ( __instance . currentBehaviourStateIndex = = 2 & & __instance . previousState ! = 2 )
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{
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// If just popped out, then override farAudio so that vanilla logic does not stop the modded Start music.
// The game will stop farAudio it during its Update, so we temporarily set it to any other AudioSource
// which we don't care about stopping for now.
/ /
// Why creatureVoice though? We gonna need creatureVoice later in Postfix to schedule the Loop,
// but right now we still don't care if it's stopped, so it shouldn't matter.
// And it's cheaper and simpler than figuring out how to instantiate an AudioSource behaviour.
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__instance . farAudio = __instance . creatureVoice ;
}
}
[HarmonyPatch("Update")]
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[HarmonyPostfix]
public static void DoNotStopTheMusic ( JesterAI __instance , State __state )
{
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if ( __instance . previousState = = 1 & & __state . previousState ! = 1 )
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{
// if just started winding up
// then stop the default music...
__instance . farAudio . Stop ( ) ;
__instance . creatureVoice . Stop ( ) ;
// ...and start modded music
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Plugin . CurrentTrack = Plugin . ChooseTrack ( ) ;
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// Set up custom popup timer, which is shorter than Start audio
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__instance . popUpTimer = Plugin . CurrentTrack . WindUpTimer ;
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// Override popGoesTheWeaselTheme with Start audio
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__instance . farAudio . maxDistance = 150 ;
__instance . farAudio . clip = Plugin . CurrentTrack . LoadedStart ;
__instance . farAudio . loop = false ;
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if ( Config . ShouldSkipWindingPhase )
{
var rewind = 5f ;
__instance . popUpTimer = rewind ;
__instance . farAudio . time = Plugin . CurrentTrack . WindUpTimer - rewind ;
}
else
{
// reset if previously skipped winding by assigning different starting time.
__instance . farAudio . time = 0 ;
}
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__instance . farAudio . Play ( ) ;
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Debug . Log ( $"Playing start music: maxDistance: {__instance.farAudio.maxDistance}, minDistance: {__instance.farAudio.minDistance}, volume: {__instance.farAudio.volume}, spread: {__instance.farAudio.spread}" ) ;
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}
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if ( __instance . previousState ! = 2 & & __state . previousState = = 2 )
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{
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Plugin . ResetLightColor ( ) ;
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}
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if ( __instance . previousState = = 2 & & __state . previousState ! = 2 )
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{
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// Restore stashed AudioSource. See the comment in Prefix
__instance . farAudio = __state . farAudio ;
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var time = __instance . farAudio . time ;
var delay = Plugin . CurrentTrack . LoadedStart . length - time ;
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// Override screamingSFX with Loop, delayed by the remaining time of the Start audio
__instance . creatureVoice . Stop ( ) ;
__instance . creatureVoice . maxDistance = 150 ;
__instance . creatureVoice . clip = Plugin . CurrentTrack . LoadedLoop ;
__instance . creatureVoice . PlayDelayed ( delay ) ;
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Debug . Log ( $"Start length: {Plugin.CurrentTrack.LoadedStart.length}; played time: {time}" ) ;
Debug . Log ( $"Playing loop music: maxDistance: {__instance.creatureVoice.maxDistance}, minDistance: {__instance.creatureVoice.minDistance}, volume: {__instance.creatureVoice.volume}, spread: {__instance.creatureVoice.spread}, in seconds: {delay}" ) ;
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}
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// Manage the timeline: switch color of the lights according to the current playback/beat position.
if ( __instance . previousState = = 2 )
{
var beat = Plugin . CurrentTrack . CalculateBeat ( start : __instance . farAudio , loop : __instance . creatureVoice ) ;
var color = Plugin . CurrentTrack . ColorAtBeat ( beat ) ;
Plugin . SetLightColor ( color ) ;
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}
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}
}
internal class State
{
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public AudioSource farAudio ;
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public int previousState ;
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}
}