using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using Starpelly; using Jukebox; using HeavenStudio.Util; using System.Data.Common; namespace HeavenStudio { // [RequireComponent(typeof(AudioSource))] public class Conductor : MonoBehaviour { public struct AddedPitchChange { public double time; public float pitch; } public List addedPitchChanges = new List(); // Song beats per minute // This is determined by the song you're trying to sync up to public float songBpm; // The number of seconds for each song beat public float secPerBeat => (float)secPerBeatAsDouble; public double secPerBeatAsDouble; // The number of seconds for each song beat, inversely scaled to song pitch (higer pitch = shorter time) public float pitchedSecPerBeat => (float)pitchedSecPerBeatAsDouble; public double pitchedSecPerBeatAsDouble => (secPerBeat / SongPitch); // Current song position, in seconds private double songPos; // for Conductor use only public float songPosition => (float)songPos; public double songPositionAsDouble => songPos; // Current song position, in beats public double songPosBeat; // for Conductor use only public float songPositionInBeats => (float)songPosBeat; public double songPositionInBeatsAsDouble => songPosBeat; // Current time of the song private double time; double dspTime; double absTime, absTimeAdjust; double dspSizeSeconds; double dspMargin = 128 / 44100.0; bool deferTimeKeeping = false; // the dspTime we started at private double dspStart; private float dspStartTime => (float)dspStart; public double dspStartTimeAsDouble => dspStart; DateTime startTime; //the beat we started at private double startPos; private double startBeat; public double startBeatAsDouble => startBeat; // an AudioSource attached to this GameObject that will play the music. public AudioSource musicSource; // The offset to the first beat of the song in seconds public double firstBeatOffset; // Conductor instance public static Conductor instance; // Conductor is currently playing song public bool isPlaying; // Conductor is currently paused, but not fully stopped public bool isPaused; // Metronome tick sound enabled public bool metronome = false; Util.Sound metronomeSound; private int _metronomeTally = 0; // pitch values private float timelinePitch = 1f; private float minigamePitch = 1f; public float SongPitch { get => isPaused ? 0f : (timelinePitch * minigamePitch); } public float TimelinePitch { get => timelinePitch; } private float musicScheduledPitch = 1f; private double musicScheduledTime = 0; // volume modifier private float timelineVolume = 1f; private float minigameVolume = 1f; public void SetTimelinePitch(float pitch) { if (isPaused) return; if (pitch != 0 && pitch * minigamePitch != SongPitch) { Debug.Log("added pitch change " + pitch * minigamePitch + " at" + absTime); addedPitchChanges.Add(new AddedPitchChange { time = absTime, pitch = pitch * minigamePitch }); } timelinePitch = pitch; musicSource.pitch = SongPitch; } public void SetMinigamePitch(float pitch) { if (pitch != 0 && pitch * timelinePitch != SongPitch) { Debug.Log("added pitch change " + pitch * timelinePitch + " at" + absTime); addedPitchChanges.Add(new AddedPitchChange { time = absTime, pitch = pitch * timelinePitch }); } minigamePitch = pitch; musicSource.pitch = SongPitch; } public void SetMinigamePitch(float pitch, double beat) { BeatAction.New(this, new List { new BeatAction.Action(beat, delegate { SetMinigamePitch(pitch); }), } ); } void Awake() { instance = this; } void Start() { musicSource.priority = 0; AudioConfiguration config = AudioSettings.GetConfiguration(); dspSizeSeconds = config.dspBufferSize / (double)config.sampleRate; dspMargin = 2 * dspSizeSeconds; addedPitchChanges.Clear(); } public void SetBeat(double beat) { var chart = GameManager.instance.Beatmap; double offset = chart.data.offset; startPos = GetSongPosFromBeat(beat); double dspTime = AudioSettings.dspTime; time = startPos; firstBeatOffset = offset; SeekMusicToTime(startPos, offset); songPosBeat = GetBeatFromSongPos(time); GameManager.instance.SetCurrentEventToClosest(beat); } public void Play(double beat) { if (isPlaying) return; if (isPaused) { Util.SoundByte.UnpauseOneShots(); } else { AudioConfiguration config = AudioSettings.GetConfiguration(); dspSizeSeconds = config.dspBufferSize / (double)config.sampleRate; Debug.Log($"dsp size: {dspSizeSeconds}"); dspMargin = 2 * dspSizeSeconds; addedPitchChanges.Clear(); addedPitchChanges.Add(new AddedPitchChange { time = 0, pitch = SongPitch }); SetMinigameVolume(1f); } RiqBeatmap chart = GameManager.instance.Beatmap; double offset = chart.data.offset; double dspTime = AudioSettings.dspTime; startPos = GetSongPosFromBeat(beat); firstBeatOffset = offset; time = startPos; if (musicSource.clip != null && startPos < musicSource.clip.length - offset) { SeekMusicToTime(startPos, offset); double musicStartDelay = -offset - startPos; if (musicStartDelay > 0) { musicScheduledTime = dspTime + (musicStartDelay / SongPitch) + 2*dspSizeSeconds; dspStart = dspTime + 2*dspSizeSeconds; } else { musicScheduledTime = dspTime + 2*dspSizeSeconds; dspStart = dspTime + 2*dspSizeSeconds; } musicScheduledPitch = SongPitch; musicSource.PlayScheduled(musicScheduledTime); Debug.Log($"playback scheduled for dsptime {dspStart}"); } if (musicSource.clip == null) { dspStart = dspTime; } songPosBeat = beat; startBeat = songPosBeat; _metronomeTally = 0; startTime = DateTime.Now; absTimeAdjust = 0; deferTimeKeeping = (musicSource.clip != null); isPlaying = true; isPaused = false; } void OnAudioFilterRead(float[] data, int channels) { if (!deferTimeKeeping) return; // don't actually do anything with the data // wait until we get a dsp update before starting to keep time double dsp = AudioSettings.dspTime; if (dsp >= dspStart - dspSizeSeconds) { deferTimeKeeping = false; Debug.Log($"dsptime: {dsp}, deferred timekeeping for {DateTime.Now - startTime} seconds (delta dsp {dsp - dspStart})"); startTime += TimeSpan.FromSeconds(dsp - dspStart); absTimeAdjust = 0; dspStart = dsp; } } public void Pause() { if (!isPlaying) return; isPlaying = false; isPaused = true; deferTimeKeeping = false; musicSource.Stop(); Util.SoundByte.PauseOneShots(); } public void Stop(double beat) { if (absTimeAdjust != 0) { Debug.Log($"Last playthrough had a dsp (audio) drift of {absTimeAdjust}.\nConsider increasing audio buffer size if audio distortion was present."); } songPosBeat = beat; time = GetSongPosFromBeat(beat); songPos = time; absTimeAdjust = 0; isPlaying = false; isPaused = false; deferTimeKeeping = false; musicSource.Stop(); } /// /// stops playback of the audio without stopping beatkeeping /// public void StopOnlyAudio() { musicSource.Stop(); } /// /// fades out the audio over a duration /// /// duration of the fade public void FadeOutAudio(float duration) { StartCoroutine(FadeOutAudioCoroutine(duration)); } IEnumerator FadeOutAudioCoroutine(float duration) { float startVolume = musicSource.volume; float endVolume = 0f; float startTime = Time.time; float endTime = startTime + duration; while (Time.time < endTime) { float t = (Time.time - startTime) / duration; musicSource.volume = Mathf.Lerp(startVolume, endVolume, t); yield return null; } musicSource.volume = endVolume; StopOnlyAudio(); } Coroutine fadeOutAudioCoroutine; public void FadeMinigameVolume(double startBeat, double durationBeats = 1f, float targetVolume = 0f) { if (fadeOutAudioCoroutine != null) { StopCoroutine(fadeOutAudioCoroutine); } fadeOutAudioCoroutine = StartCoroutine(FadeMinigameVolumeCoroutine(startBeat, durationBeats, targetVolume)); } IEnumerator FadeMinigameVolumeCoroutine(double startBeat, double durationBeats, float targetVolume) { float startVolume = minigameVolume; float endVolume = targetVolume; double startTime = startBeat; double endTime = startBeat + durationBeats; while (songPositionInBeatsAsDouble < endTime) { if (!NotStopped()) yield break; double t = (songPositionInBeatsAsDouble - startTime) / durationBeats; SetMinigameVolume(Mathf.Lerp(startVolume, endVolume, (float)t)); yield return null; } SetMinigameVolume(endVolume); } public void SetTimelineVolume(float volume) { timelineVolume = volume; musicSource.volume = timelineVolume * minigameVolume; } public void SetMinigameVolume(float volume) { minigameVolume = volume; musicSource.volume = timelineVolume * minigameVolume; } void SeekMusicToTime(double fStartPos, double offset) { if (musicSource.clip != null && fStartPos < musicSource.clip.length - offset) { // https://www.desmos.com/calculator/81ywfok6xk double musicStartDelay = -offset - fStartPos; if (musicStartDelay > 0) { musicSource.timeSamples = 0; } else { int freq = musicSource.clip.frequency; int samples = (int)(freq * (fStartPos + offset)); musicSource.timeSamples = samples; } } } public void Update() { if (isPlaying) { double dsp = AudioSettings.dspTime; if (dsp < musicScheduledTime && musicScheduledPitch != SongPitch) { if (SongPitch == 0f) { musicSource.Pause(); } else { if (musicScheduledPitch == 0f) musicSource.UnPause(); musicScheduledPitch = SongPitch; musicScheduledTime = (dsp + (-GameManager.instance.Beatmap.data.offset - songPositionAsDouble) / (double)SongPitch); musicSource.SetScheduledStartTime(musicScheduledTime); } } if (!deferTimeKeeping) { absTime = (DateTime.Now - startTime).TotalSeconds; //dspTime to sync with audio thread in case of drift dspTime = dsp - dspStart; if (Math.Abs(absTime + absTimeAdjust - dspTime) > dspMargin) { int i = 0; while (Math.Abs(absTime + absTimeAdjust - dspTime) > dspMargin) { i++; absTimeAdjust = (dspTime - absTime + absTimeAdjust) * 0.5; if (i > 8) break; } } time = MapTimeToPitchChanges(absTime + absTimeAdjust); songPos = startPos + time; songPosBeat = GetBeatFromSongPos(songPos); } } } double MapTimeToPitchChanges(double time) { double counter = 0; double lastChangeTime = 0; float pitch = addedPitchChanges[0].pitch; foreach (var pch in addedPitchChanges) { double changeTime = pch.time; if (changeTime > time) { break; } counter += (changeTime - lastChangeTime) * pitch; lastChangeTime = changeTime; pitch = pch.pitch; } counter += (time - lastChangeTime) * pitch; return counter; } public void LateUpdate() { if (isPlaying) { if (songPositionInBeatsAsDouble >= Math.Ceiling(startBeat) + _metronomeTally) { if (metronome) metronomeSound = Util.SoundByte.PlayOneShot("metronome", Math.Ceiling(startBeat) + _metronomeTally); _metronomeTally++; } } else { if (metronomeSound != null) { metronomeSound.Stop(); metronomeSound = null; } } } [Obsolete("Conductor.ReportBeat is deprecated. Please use the OnBeatPulse callback instead.")] public bool ReportBeat(ref double lastReportedBeat, double offset = 0, bool shiftBeatToOffset = true) { bool result = songPositionInBeats + (shiftBeatToOffset ? offset : 0f) >= (lastReportedBeat) + 1f; if (result) { lastReportedBeat += 1f; if (lastReportedBeat < songPositionInBeats) { lastReportedBeat = Mathf.Round(songPositionInBeats); } } return result; } public float GetLoopPositionFromBeat(float beatOffset, float length, bool beatClamp = true) { float beat = songPositionInBeats; if (beatClamp) { beat = Mathf.Max(beat, 0); } return Mathf.Repeat((beat / length) + beatOffset, 1); } public float GetPositionFromBeat(double startBeat, double length, bool beatClamp = true) { float beat = songPositionInBeats; if (beatClamp) { beat = Mathf.Max(beat, 0); } float a = Mathp.Normalize(beat, (float)startBeat, (float)(startBeat + length)); return a; } private List GetSortedTempoChanges() { GameManager.instance.SortEventsList(); return GameManager.instance.Beatmap.TempoChanges; } public float GetBpmAtBeat(double beat, out float swingRatio) { swingRatio = 0.5f; var chart = GameManager.instance.Beatmap; if (chart.TempoChanges.Count == 0) return 120f; float bpm = chart.TempoChanges[0]["tempo"]; swingRatio = chart.TempoChanges[0]["swing"] + 0.5f; foreach (RiqEntity t in chart.TempoChanges) { if (t.beat > beat) { break; } bpm = t["tempo"]; swingRatio = t["swing"] + 0.5f; } return bpm; } public float GetBpmAtBeat(double beat) { return GetBpmAtBeat(beat, out _); } public float GetSwingRatioAtBeat(double beat) { float swingRatio; GetBpmAtBeat(beat, out swingRatio); return swingRatio; } public double GetSwungBeat(double beat, float ratio) { return beat + GetSwingOffset(beat, ratio); } public double GetSwingOffset(double beatFrac, float ratio) { beatFrac %= 1; if (beatFrac <= 0.5) { return 0.5 / ratio * beatFrac; } else { return 0.5 + (0.5 / (1f - ratio) * (beatFrac - ratio)); } } public double GetSongPosFromBeat(double beat) { var chart = GameManager.instance.Beatmap; float bpm = 120f; double counter = 0f; double lastTempoChangeBeat = 0f; foreach (RiqEntity t in chart.TempoChanges) { if (t.beat > beat) { break; } counter += (t.beat - lastTempoChangeBeat) * 60 / bpm; bpm = t["tempo"]; lastTempoChangeBeat = t.beat; } counter += (beat - lastTempoChangeBeat) * 60 / bpm; return counter; } //thank you @wooningcharithri#7419 for the psuedo-code public double BeatsToSecs(double beats, float bpm) { return beats / bpm * 60f; } public double SecsToBeats(double s, float bpm) { return s / 60f * bpm; } public double GetBeatFromSongPos(double seconds) { double lastTempoChangeBeat = 0f; double counterSeconds = 0; float lastBpm = 120f; foreach (RiqEntity t in GameManager.instance.Beatmap.TempoChanges) { double beatToNext = t.beat - lastTempoChangeBeat; double secToNext = BeatsToSecs(beatToNext, lastBpm); double nextSecs = counterSeconds + secToNext; if (nextSecs >= seconds) break; lastTempoChangeBeat = t.beat; lastBpm = t["tempo"]; counterSeconds = nextSecs; } return lastTempoChangeBeat + SecsToBeats(seconds - counterSeconds, lastBpm); } // // convert real seconds to beats public double GetRestFromRealTime(double seconds) { return seconds / pitchedSecPerBeat; } public void SetBpm(float bpm) { this.songBpm = bpm; secPerBeatAsDouble = 60.0 / songBpm; } public void SetVolume(float percent) { SetTimelineVolume(percent / 100f); } public float SongLengthInBeats() { return (float)SongLengthInBeatsAsDouble(); } public double SongLengthInBeatsAsDouble() { if (!musicSource.clip) return 0; return GetBeatFromSongPos(musicSource.clip.length - firstBeatOffset); } public bool SongPosLessThanClipLength(double t) { if (musicSource.clip != null) return t < musicSource.clip.length - firstBeatOffset; else return false; } public bool NotStopped() { return Conductor.instance.isPlaying == true || Conductor.instance.isPaused == true; } } }