using System.Collections; using System.Collections.Generic; using UnityEngine; using Starpelly; namespace RhythmHeavenMania { [RequireComponent(typeof(AudioSource))] public class Conductor : MonoBehaviour { //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; //Current song position, in seconds public float songPosition; //Current song position, in beats public float songPositionInBeats; //How many seconds have passed since the song started public float dspSongTime; //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 float firstBeatOffset; //the number of beats in each loop public float beatsPerLoop; //the total number of loops completed since the looping clip first started public int completedLoops = 0; //The current position of the song within the loop in beats. public float loopPositionInBeats; //The current relative position of the song within the loop measured between 0 and 1. public float loopPositionInAnalog; //Conductor instance public static Conductor instance; //Pause times private int pauseTime = 0; public float beatThreshold; void Awake() { instance = this; } void Start() { //Load the AudioSource attached to the Conductor GameObject musicSource = GetComponent(); //Calculate the number of seconds in each beat secPerBeat = 60f / songBpm; //Record the time when the music starts dspSongTime = (float)musicSource.time; //Start the music // musicSource.Play(); } 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; } }*/ //determine how many seconds since the song started songPosition = (float)(musicSource.time - dspSongTime - firstBeatOffset); //determine how many beats since the song started songPositionInBeats = songPosition / secPerBeat; //calculate the loop position if (songPositionInBeats >= (completedLoops + 1) * beatsPerLoop) completedLoops++; loopPositionInBeats = songPositionInBeats - completedLoops * beatsPerLoop; loopPositionInAnalog = loopPositionInBeats / beatsPerLoop; } public float GetLoopPositionFromBeat(float startBeat, float length) { float final = Starpelly.Mathp.Normalize(songPositionInBeats, startBeat, startBeat + length); return final; } 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; } } }