using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Audio; 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; // Current time of the song private float time; // 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; // 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; // Last reported beat based on song position private float lastReportedBeat = 0f; // Metronome tick sound enabled public bool metronome = false; public float timeSinceLastTempoChange = 0; private bool beat; // private AudioDspTimeKeeper timeKeeper; void Awake() { instance = this; } public void SetBeat(float beat) { float secFromBeat = GetSongPosFromBeat(beat); if (musicSource.clip != null) { if (secFromBeat < musicSource.clip.length) musicSource.time = secFromBeat; else musicSource.time = 0; } GameManager.instance.SetCurrentEventToClosest(beat); } public void Play(float beat) { this.time = GetSongPosFromBeat(beat); songPositionInBeats = GetSongPosFromBeat(beat) / secPerBeat; isPlaying = true; isPaused = false; if (SongPosLessThanClipLength(time)) { musicSource.time = time; musicSource.PlayScheduled(Time.time); } // GameManager.instance.SetCurrentEventToClosest(songPositionInBeats); } public void Pause() { isPlaying = false; isPaused = true; musicSource.Pause(); } public void Stop(float time) { this.time = time; songPositionInBeats = time / secPerBeat; isPlaying = false; isPaused = false; musicSource.Stop(); } float test; public void Update() { secPerBeat = 60f / songBpm; if (isPlaying) { time += Time.deltaTime * musicSource.pitch; songPosition = time - firstBeatOffset; songPositionInBeats += (Time.deltaTime - firstBeatOffset) / secPerBeat; // songPositionInBeats = Time.deltaTime / secPerBeat; if (metronome) { if (ReportBeat(ref lastReportedBeat)) { Util.Jukebox.PlayOneShot("metronome"); } else if (songPosition <= lastReportedBeat) { lastReportedBeat = (songPosition - (songPosition % secPerBeat)); } } } } public bool ReportBeat(ref float lastReportedBeat, float offset = 0) { bool result = songPosition > (lastReportedBeat + offset) + secPerBeat; if (result == true) { lastReportedBeat = (songPosition - (songPosition % secPerBeat) + offset); } return result; } public float GetLoopPositionFromBeat(float startBeat, float length) { float a = Mathp.Normalize(songPositionInBeats, startBeat, startBeat + length); return a; } public float GetSongPosFromBeat(float beat) { return secPerBeat * beat; } public void SetBpm(float bpm) { this.songBpm = bpm; secPerBeat = 60f / songBpm; } public float SongLengthInBeats() { if (!musicSource.clip) return 0; return musicSource.clip.length / secPerBeat; } public bool SongPosLessThanClipLength(float t) { if (musicSource.clip != null) return t < musicSource.clip.length; else return false; } public bool NotStopped() { return Conductor.instance.isPlaying == true || Conductor.instance.isPaused == true; } } }