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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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Tempo changes restored (#92)
* Prepwork for seeking + tempo change fixes TODO: make playing after seeking function (I'll need help with the offset stuff so if anyone can push to this branch please do) * functions to get the beat from a song position will need more testing but I think it works well enough to get into prod thanks @wooningcharithri#7419 for the psuedo-code
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4 changed files with 108 additions and 13 deletions
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@ -85,6 +85,8 @@ namespace HeavenStudio
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bool negativeOffset = firstBeatOffset < 0f;
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bool negativeStartTime = false;
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// Debug.Log("starting playback @ beat " + beat + ", offset is " + firstBeatOffset);
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var startPos = GetSongPosFromBeat(beat);
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if (negativeOffset)
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{
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@ -99,8 +101,10 @@ namespace HeavenStudio
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else
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time = startPos;
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}
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songPosBeat = time / secPerBeat;
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//TODO: make this take into account past tempo changes
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songPosBeat = GetBeatFromSongPos(time - firstBeatOffset);
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// Debug.Log("corrected starting playback @ beat " + songPosBeat);
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isPlaying = true;
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isPaused = false;
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@ -232,11 +236,93 @@ namespace HeavenStudio
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return GetBeatFromPosition(position, targetBeat - margin, margin);
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}
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private List<Beatmap.TempoChange> GetSortedTempoChanges(Beatmap chart)
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{
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//iterate over all tempo changes, adding to counter
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List<Beatmap.TempoChange> tempoChanges = chart.tempoChanges;
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tempoChanges.Sort((x, y) => x.beat.CompareTo(y.beat)); //sorts all tempo changes by ascending time (GameManager already does this but juste en cas...)
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return tempoChanges;
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}
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public float GetSongPosFromBeat(float beat)
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{
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return secPerBeat * beat;
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Beatmap chart = GameManager.instance.Beatmap;
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SetBpm(chart.bpm);
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//initial counter
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float counter = 0f;
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//time of last tempo change, to know how much to add to counter
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float lastTempoChangeBeat = 0f;
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//iterate over all tempo changes, adding to counter
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List<Beatmap.TempoChange> tempoChanges = GetSortedTempoChanges(chart);
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foreach (var t in tempoChanges)
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{
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if (t.beat > beat)
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{
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// this tempo change is past our requested time, abort
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break;
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}
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// Debug.Log("tempo change at " + t.beat);
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counter += (t.beat - lastTempoChangeBeat) * secPerBeat;
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// Debug.Log("counter is now " + counter);
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// now update to new bpm
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SetBpm(t.tempo);
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lastTempoChangeBeat = t.beat;
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}
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//passed all past tempo changes, now extrapolate from last tempo change until requested position
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counter += (beat - lastTempoChangeBeat) * secPerBeat;
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// Debug.Log("GetSongPosFromBeat returning " + counter);
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return counter;
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}
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//thank you @wooningcharithri#7419 for the psuedo-code
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private float BeatsToSecs(float beats, float bpm)
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{
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// Debug.Log("BeatsToSecs returning " + beats / bpm * 60);
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return beats / bpm * 60f;
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}
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private float SecsToBeats(float s, float bpm)
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{
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// Debug.Log("SecsToBeats returning " + s / 60f / bpm);
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return s / 60f * bpm;
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}
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public float GetBeatFromSongPos(float seconds)
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{
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// Debug.Log("Getting beat of seconds " + seconds);
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Beatmap chart = GameManager.instance.Beatmap;
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float lastTempoChangeBeat = 0f;
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float lastBpm = chart.bpm;
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float counterSeconds = -firstBeatOffset;
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List<Beatmap.TempoChange> tempoChanges = GetSortedTempoChanges(chart);
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foreach (var t in tempoChanges)
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{
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float beatToNext = t.beat - lastTempoChangeBeat;
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float secToNext = BeatsToSecs(beatToNext, lastBpm);
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float nextSecs = counterSeconds + secToNext;
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// Debug.Log("nextSecs is " + nextSecs + ", seconds " + seconds);
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if (nextSecs >= seconds)
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break;
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lastTempoChangeBeat = t.beat;
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lastBpm = t.tempo;
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counterSeconds = nextSecs;
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}
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// Debug.Log("lastTempoChangeBeat is " + lastTempoChangeBeat + ", counterSeconds is " + counterSeconds);
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return lastTempoChangeBeat + SecsToBeats(seconds - counterSeconds, lastBpm);
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}
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//
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// convert real seconds to beats
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public float GetRestFromRealTime(float seconds)
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{
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@ -257,7 +343,7 @@ namespace HeavenStudio
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public float SongLengthInBeats()
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{
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if (!musicSource.clip) return 0;
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return musicSource.clip.length / secPerBeat;
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return GetBeatFromSongPos(musicSource.clip.length);
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}
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public bool SongPosLessThanClipLength(float t)
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@ -151,7 +151,7 @@ namespace HeavenStudio
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// LateUpdate works a bit better(?) but causes some bugs (like issues with bop animations).
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private void Update()
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{
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if (Beatmap.entities.Count < 1)
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if (BeatmapEntities() < 1) //bruh really you forgot to ckeck tempo changes
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return;
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if (!Conductor.instance.isPlaying)
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return;
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@ -197,9 +197,11 @@ namespace HeavenStudio
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if (currentTempoEvent < Beatmap.tempoChanges.Count && currentTempoEvent >= 0)
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{
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// Debug.Log("Checking Tempo Change at " + tempoChanges[currentTempoEvent] + ", current beat " + Conductor.instance.songPositionInBeats);
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if (Conductor.instance.songPositionInBeats >= tempoChanges[currentTempoEvent])
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{
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Conductor.instance.songBpm = Beatmap.tempoChanges[currentTempoEvent].tempo;
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// Debug.Log("Tempo Change at " + Conductor.instance.songPositionInBeats + " of bpm " + Beatmap.tempoChanges[currentTempoEvent].tempo);
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Conductor.instance.SetBpm(Beatmap.tempoChanges[currentTempoEvent].tempo);
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Conductor.instance.timeSinceLastTempoChange = Time.time;
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currentTempoEvent++;
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}
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@ -325,9 +327,20 @@ namespace HeavenStudio
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if (Beatmap.tempoChanges.Count > 0)
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{
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currentTempoEvent = 0;
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List<float> tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList();
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currentTempoEvent = tempoChanges.IndexOf(Mathp.GetClosestInList(tempoChanges, beat));
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//for tempo changes, just go over all of em until the last one we pass
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for (int t = 0; t < tempoChanges.Count; t++)
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{
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// Debug.Log("checking tempo event " + t + " against beat " + beat + "( tc beat " + tempoChanges[t] + ")");
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if (tempoChanges[t] > beat)
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{
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break;
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}
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currentTempoEvent = t;
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}
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// Debug.Log("currentTempoEvent is now " + currentTempoEvent);
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}
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}
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@ -129,11 +129,7 @@ namespace HeavenStudio.Editor.Track
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}
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private void AddTempoChange(bool create, Beatmap.TempoChange tempoChange_ = null)
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{
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// TEMP: DISABLED UNTIL CRITICAL FIXES
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if (create)
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return;
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{
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GameObject tempoChange = Instantiate(RefTempoChange.gameObject, this.transform);
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tempoChange.transform.GetChild(0).GetComponent<Image>().color = EditorTheme.theme.properties.TempoLayerCol.Hex2RGB();
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@ -296,7 +296,7 @@ namespace HeavenStudio.Editor.Track
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if (movingPlayback)
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{
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RectTransformUtility.ScreenPointToLocalPointInRectangle(TimelineContent, Input.mousePosition, Editor.instance.EditorCamera, out lastMousePos);
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TimelineSlider.localPosition = new Vector3(Mathf.Clamp(Mathp.Round2Nearest(lastMousePos.x + 0.12f, Timeline.SnapInterval()), 0, Mathf.Infinity), TimelineSlider.transform.localPosition.y);
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TimelineSlider.localPosition = new Vector3(Mathf.Max(Mathp.Round2Nearest(lastMousePos.x + 0.12f, Timeline.SnapInterval()), 0), TimelineSlider.transform.localPosition.y);
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if (TimelineSlider.localPosition.x != lastBeatPos)
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Conductor.instance.SetBeat(TimelineSlider.transform.localPosition.x);
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