HeavenStudioPlus/Assets/Scripts/Conductor.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
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using Starpelly;
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namespace RhythmHeavenMania
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{
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// [RequireComponent(typeof(AudioSource))]
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public class Conductor : MonoBehaviour
{
// Song beats per minute
// This is determined by the song you're trying to sync up to
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public float songBpm;
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// The number of seconds for each song beat
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public float secPerBeat;
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// Current song position, in seconds
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public float songPosition;
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// Current song position, in beats
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public float songPositionInBeats;
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// Current time of the song
private float time;
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// an AudioSource attached to this GameObject that will play the music.
public AudioSource musicSource;
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// The offset to the first beat of the song in seconds
public float firstBeatOffset;
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// Conductor instance
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public static Conductor instance;
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public bool isPlaying;
public bool isPaused;
// private AudioDspTimeKeeper timeKeeper;
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void Awake()
{
instance = this;
}
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void Start()
{
musicSource = GetComponent<AudioSource>();
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secPerBeat = 60f / songBpm;
}
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public void SetBeat(float beat)
{
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float secFromBeat = GetSongPosFromBeat(beat);
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if (musicSource.clip != null)
{
if (secFromBeat < musicSource.clip.length)
musicSource.time = secFromBeat;
else
musicSource.time = 0;
}
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GameManager.instance.SetCurrentEventToClosest(beat);
}
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public void Play(float beat)
{
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this.time = GetSongPosFromBeat(beat);
isPlaying = true;
isPaused = false;
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if (SongPosLessThanClipLength(time))
{
musicSource.time = time;
musicSource.PlayScheduled(Time.time);
}
GameManager.instance.SetCurrentEventToClosest(songPositionInBeats);
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}
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public void Pause()
{
isPlaying = false;
isPaused = true;
musicSource.Pause();
}
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public void Stop(float time)
{
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this.time = time;
isPlaying = false;
isPaused = false;
musicSource.Stop();
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}
/*public void SetTime(float startBeat)
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{
musicSource.time = GetSongPosFromBeat(startBeat);
songPositionInBeats = musicSource.time / secPerBeat;
GameManager.instance.SetCurrentEventToClosest(songPositionInBeats);
}*/
public void Update()
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{
if (isPlaying)
{
time += Time.deltaTime * musicSource.pitch;
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songPosition = time - firstBeatOffset;
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songPositionInBeats = songPosition / secPerBeat;
}
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}
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public float GetLoopPositionFromBeat(float startBeat, float length)
{
float a = Mathp.Normalize(songPositionInBeats, startBeat, startBeat + length);
return a;
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}
public float GetSongPosFromBeat(float beat)
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{
return secPerBeat * beat;
}
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public void SetBpm(float bpm)
{
this.songBpm = bpm;
secPerBeat = 60f / songBpm;
}
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public float SongLengthInBeats()
{
if (!musicSource.clip) return 0;
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return musicSource.clip.length / secPerBeat;
}
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public bool SongPosLessThanClipLength(float t)
{
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if (musicSource.clip != null)
return t < musicSource.clip.length;
else
return false;
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}
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}
}