DSP to game time improvement, might be buggy, but works well so far

This commit is contained in:
Starpelly 2021-12-31 01:56:51 -05:00
parent 6482ab3d4c
commit 90f03dc4ff
5 changed files with 181 additions and 123 deletions

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@ -7690,6 +7690,7 @@ GameObject:
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m_Layer: 0
m_Name: Conductor
@ -7721,7 +7722,6 @@ MonoBehaviour:
completedLoops: 0
loopPositionInBeats: 0
loopPositionInAnalog: 0
beatThreshold: 0.125
--- !u!82 &462579776
AudioSource:
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@ -7832,6 +7832,22 @@ Transform:
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currentSmoothedDSPTime: 0
dspTime: 0
audioTime: 0
latencyAdjustment: 0
--- !u!1 &490794386
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@ -0,0 +1,140 @@
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;
}
}
}

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@ -0,0 +1,11 @@
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View file

@ -1,11 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
using Starpelly;
// I CANNOT STRESS THIS ENOUGH, SET "Project Settings/Audio/DSP Buffer Size" to "Best latency" or else AudioSource.time WILL NOT update every frame.
namespace RhythmHeavenMania
{
[RequireComponent(typeof(AudioSource))]
@ -48,14 +47,7 @@ namespace RhythmHeavenMania
//Conductor instance
public static Conductor instance;
//Pause times
// private int pauseTime = 0;
public float beatThreshold;
private float lastTime;
private float lastMst_F;
private int framesSinceLastSame;
private AudioDspTimeKeeper timeKeeper;
void Awake()
{
@ -67,11 +59,13 @@ namespace RhythmHeavenMania
//Load the AudioSource attached to the Conductor GameObject
musicSource = GetComponent<AudioSource>();
timeKeeper = GetComponent<AudioDspTimeKeeper>();
//Calculate the number of seconds in each beat
secPerBeat = 60f / songBpm;
//Record the time when the music starts
dspSongTime = (float)musicSource.time;
// dspSongTime = (float)musicSource.time;
//Start the music
// musicSource.Play();
@ -79,62 +73,22 @@ namespace RhythmHeavenMania
public void Play(float startBeat)
{
musicSource.Play();
timeKeeper.Play();
}
public void Update()
{
// Conductor.instance.musicSource.pitch = Time.timeScale;
/*if (Input.GetKeyDown(KeyCode.Space))
{
pauseTime++;
if (pauseTime == 1)
musicSource.Pause();
else if (pauseTime > 1) { musicSource.UnPause(); pauseTime = 0; }
}*/
float mst = musicSource.timeSamples / (float)musicSource.clip.frequency;
float mst_f = mst + 0;
if (mst == lastTime && musicSource.isPlaying)
{
framesSinceLastSame++;
mst_f = mst_f + (Time.deltaTime * framesSinceLastSame) * musicSource.pitch;
if (mst_f <= lastMst_F)
{
// mst_f = lastMst_F;
float b = lastMst_F + (Time.deltaTime) * musicSource.pitch;
mst_f = b;
// print(b);
// print(mst_f + " " + b + " " + lastMst_F);
}
else if (mst_f < lastTime)
{
Debug.LogError("What the fuck.");
}
// print($"{lastMst_F}, {mst_f}");
}
else
{
framesSinceLastSame = 0;
}
lastTime = mst;
lastMst_F = mst_f;
if (!musicSource.isPlaying) return;
//determine how many seconds since the song started
songPosition = (float)(mst_f - dspSongTime - firstBeatOffset);
// songPosition = (float)(timeKeeper.dspTime - dspSongTime - firstBeatOffset);
songPosition = (float)timeKeeper.GetCurrentTimeInSong();
print(songPosition);
//determine how many beats since the song started
songPositionInBeats = songPosition / secPerBeat;
// print($"{mst_f}(AudioSource.time), {Time.frameCount}(Time.fasrameCount)");
// print($"{musicSource.time}(0), {mst_f}");
// print($"{musicSource.time}(0), {songPosition}");
//calculate the loop position
@ -156,68 +110,5 @@ namespace RhythmHeavenMania
this.songBpm = bpm;
secPerBeat = 60f / songBpm;
}
public bool InThreshold(float beat)
{
//Check if the beat sent falls within beatThreshold
//Written to handle the looping
if (beat <= beatThreshold + 1)
{
//Debug.Log("Case 1, beat is close to 1");
if (loopPositionInBeats > beat + beatThreshold)
{
if (loopPositionInBeats >= (beat + songPositionInBeats - 1) + beatThreshold)
{
//Debug.Log("LoopPos just below loop point");
return true;
}
else
{
//Debug.Log("LoopPos not within beat threshold");
}
}
else
{
//Debug.Log("Case 1, loopPos between loop point and beat threshold");
}
}
else if (beat < (songPositionInBeats + 1 - beatThreshold))
{
//Debug.Log("Case 2, beat is far from loop point.");
if (loopPositionInBeats >= beat - beatThreshold && loopPositionInBeats <= beat + beatThreshold)
{
//Debug.Log("LoopPos within threshold");
return true;
}
}
else if (beat >= (songPositionInBeats + 1 - beatThreshold))
{
//Debug.Log("Case 3, beat is close to loop point");
if (loopPositionInBeats < beat)
{
if (loopPositionInBeats >= beat - beatThreshold)
{
//Debug.Log("LoopPos just below beat");
return true;
}
else if (loopPositionInBeats < (beat - songPositionInBeats + 1) - beatThreshold)
{
//Debug.Log("LoopPos just above loop point");
return true;
}
}
else
{
//Debug.Log("LoopPos just above beat");
return true;
}
}
else
{
Debug.LogError("Strange Case. Where is this beat? This should never happen");
}
return false;
}
}
}

View file

@ -68,7 +68,7 @@ namespace RhythmHeavenMania
private IEnumerator Begin()
{
yield return new WaitForSeconds(startOffset);
Conductor.instance.musicSource.Play();
Conductor.instance.Play(0);
}
private void Update()