mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-30 13:33:07 +00:00
140 lines
4.2 KiB
C#
140 lines
4.2 KiB
C#
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace RhythmHeavenMania
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{
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public class AudioDspTimeKeeper : MonoBehaviour
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{
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[SerializeField] private List<double> xValuesL = new List<double>();
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[SerializeField] private List<double> yValuesL = new List<double>();
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private double coeff1, coeff2;
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private double audioDspStartTime;
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private AudioSource audioSource;
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public double currentSmoothedDSPTime;
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public double dspTime;
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public float audioTime;
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private double musicDrift;
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private Conductor conductor;
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public float latencyAdjustment;
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public void Play()
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{
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audioSource.PlayScheduled(audioDspStartTime);
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audioDspStartTime = AudioSettings.dspTime;
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}
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private void Start()
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{
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conductor = GetComponent<Conductor>();
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audioSource = conductor.musicSource;
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}
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private void Update()
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{
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if (!audioSource.isPlaying) return;
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float currentGameTime = Time.realtimeSinceStartup;
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double currentDspTime = AudioSettings.dspTime;
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// Update our linear regression model by adding another data point.
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UpdateLinearRegression(currentGameTime, currentDspTime);
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CheckForDrift();
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dspTime = GetCurrentTimeInSong();
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audioTime = audioSource.time;
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}
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public double SmoothedDSPTime()
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{
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double result = Time.unscaledTimeAsDouble * coeff1 + coeff2;
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if (result > currentSmoothedDSPTime)
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{
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currentSmoothedDSPTime = result;
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}
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return currentSmoothedDSPTime;
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}
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public double GetCurrentTimeInSong()
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{
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return this.SmoothedDSPTime() - audioDspStartTime - latencyAdjustment;
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}
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private void CheckForDrift()
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{
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double timeFromDSP = this.SmoothedDSPTime() - audioDspStartTime;
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double timeFromAudioSource = audioSource.timeSamples / (float)audioSource.clip.frequency;
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double drift = timeFromDSP - timeFromAudioSource;
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musicDrift = drift;
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if (Mathf.Abs((float)drift) > 0.05)
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{
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Debug.LogWarningFormat("Music drift of {0} detected, resyncing!", musicDrift);
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audioDspStartTime += musicDrift;
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}
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}
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private void UpdateLinearRegression(float currentGameTime, double currentDspTime)
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{
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if (xValuesL.Count > 3000)
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{
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xValuesL.RemoveRange(0, 2000);
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yValuesL.RemoveRange(0, 2000);
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}
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xValuesL.Add((double)currentGameTime);
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var xVals = xValuesL.ToArray();
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yValuesL.Add((double)currentDspTime);
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var yVals = yValuesL.ToArray();
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if (xVals.Length != yVals.Length)
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{
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throw new Exception("Input values should be with the same length.");
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}
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double sumOfX = 0;
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double sumOfY = 0;
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double sumOfXSq = 0;
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double sumOfYSq = 0;
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double sumCodeviates = 0;
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for (var i = 0; i < xVals.Length; i++)
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{
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var x = xVals[i];
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var y = yVals[i];
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sumCodeviates += x * y;
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sumOfX += x;
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sumOfY += y;
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sumOfXSq += x * x;
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sumOfYSq += y * y;
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}
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var count = xVals.Length;
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var ssX = sumOfXSq - ((sumOfX * sumOfX) / count);
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var ssY = sumOfYSq - ((sumOfY * sumOfY) / count);
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var rNumerator = (count * sumCodeviates) - (sumOfX * sumOfY);
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var rDenom = (count * sumOfXSq - (sumOfX * sumOfX)) * (count * sumOfYSq - (sumOfY * sumOfY));
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var sCo = sumCodeviates - ((sumOfX * sumOfY) / count);
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var meanX = sumOfX / count;
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var meanY = sumOfY / count;
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var dblR = rNumerator / Math.Sqrt(rDenom);
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// coeff1 = dblR * dblR;
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coeff2 = meanY - ((sCo / ssX) * meanX);
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coeff1 = sCo / ssX;
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}
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}
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}
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