HeavenStudioPlus/Assets/Scripts/AudioDspTimeKeeper.cs

140 lines
4.2 KiB
C#
Raw Normal View History

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace RhythmHeavenMania
{
public class AudioDspTimeKeeper : MonoBehaviour
{
[SerializeField] private List<double> xValuesL = new List<double>();
[SerializeField] private List<double> yValuesL = new List<double>();
private double coeff1, coeff2;
private double audioDspStartTime;
private AudioSource audioSource;
public double currentSmoothedDSPTime;
public double dspTime;
public float audioTime;
private double musicDrift;
private Conductor conductor;
public float latencyAdjustment;
public void Play()
{
audioSource.PlayScheduled(audioDspStartTime);
audioDspStartTime = AudioSettings.dspTime;
}
private void Start()
{
conductor = GetComponent<Conductor>();
audioSource = conductor.musicSource;
}
private void Update()
{
if (!audioSource.isPlaying) return;
float currentGameTime = Time.realtimeSinceStartup;
double currentDspTime = AudioSettings.dspTime;
// Update our linear regression model by adding another data point.
UpdateLinearRegression(currentGameTime, currentDspTime);
CheckForDrift();
dspTime = GetCurrentTimeInSong();
audioTime = audioSource.time;
}
public double SmoothedDSPTime()
{
double result = Time.unscaledTimeAsDouble * coeff1 + coeff2;
if (result > currentSmoothedDSPTime)
{
currentSmoothedDSPTime = result;
}
return currentSmoothedDSPTime;
}
public double GetCurrentTimeInSong()
{
return this.SmoothedDSPTime() - audioDspStartTime - latencyAdjustment;
}
private void CheckForDrift()
{
double timeFromDSP = this.SmoothedDSPTime() - audioDspStartTime;
double timeFromAudioSource = audioSource.timeSamples / (float)audioSource.clip.frequency;
double drift = timeFromDSP - timeFromAudioSource;
musicDrift = drift;
if (Mathf.Abs((float)drift) > 0.05)
{
Debug.LogWarningFormat("Music drift of {0} detected, resyncing!", musicDrift);
audioDspStartTime += musicDrift;
}
}
private void UpdateLinearRegression(float currentGameTime, double currentDspTime)
{
if (xValuesL.Count > 3000)
{
xValuesL.RemoveRange(0, 2000);
yValuesL.RemoveRange(0, 2000);
}
xValuesL.Add((double)currentGameTime);
var xVals = xValuesL.ToArray();
yValuesL.Add((double)currentDspTime);
var yVals = yValuesL.ToArray();
if (xVals.Length != yVals.Length)
{
throw new Exception("Input values should be with the same length.");
}
double sumOfX = 0;
double sumOfY = 0;
double sumOfXSq = 0;
double sumOfYSq = 0;
double sumCodeviates = 0;
for (var i = 0; i < xVals.Length; i++)
{
var x = xVals[i];
var y = yVals[i];
sumCodeviates += x * y;
sumOfX += x;
sumOfY += y;
sumOfXSq += x * x;
sumOfYSq += y * y;
}
var count = xVals.Length;
var ssX = sumOfXSq - ((sumOfX * sumOfX) / count);
var ssY = sumOfYSq - ((sumOfY * sumOfY) / count);
var rNumerator = (count * sumCodeviates) - (sumOfX * sumOfY);
var rDenom = (count * sumOfXSq - (sumOfX * sumOfX)) * (count * sumOfYSq - (sumOfY * sumOfY));
var sCo = sumCodeviates - ((sumOfX * sumOfY) / count);
var meanX = sumOfX / count;
var meanY = sumOfY / count;
var dblR = rNumerator / Math.Sqrt(rDenom);
// coeff1 = dblR * dblR;
coeff2 = meanY - ((sCo / ssX) * meanX);
coeff1 = sCo / ssX;
}
}
}