using System; using System.Collections.Generic; using UnityEngine; using Starpelly; using Jukebox; using Jukebox.Legacy; namespace HeavenStudio { // [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 => (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, lastDspTime; double absTime, lastAbsTime; // 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 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; // Last reported beat based on song position private double lastReportedBeat = 0f; // Metronome tick sound enabled public bool metronome = false; Util.Sound metronomeSound; // pitch values private float timelinePitch = 1f; private float minigamePitch = 1f; public float SongPitch { get => isPaused ? 0f : (timelinePitch * minigamePitch); } private float musicScheduledPitch = 1f; private double musicScheduledTime = 0; public void SetTimelinePitch(float pitch) { timelinePitch = pitch; musicSource.pitch = SongPitch; } public void SetMinigamePitch(float pitch) { minigamePitch = pitch; musicSource.pitch = SongPitch; } void Awake() { instance = this; } public void SetBeat(double beat) { double secFromBeat = GetSongPosFromBeat(beat); if (musicSource.clip != null) { if (secFromBeat < musicSource.clip.length) musicSource.time = (float) secFromBeat; else musicSource.time = 0; } GameManager.instance.SetCurrentEventToClosest((float) beat); songPosBeat = beat; } public void Play(double beat) { if (isPlaying) return; var chart = GameManager.instance.Beatmap; double offset = chart.data.offset; bool negativeOffset = offset < 0; double dspTime = AudioSettings.dspTime; GameManager.instance.SortEventsList(); double startPos = GetSongPosFromBeat(beat); time = startPos; if (musicSource.clip != null && startPos < musicSource.clip.length - offset) { // https://www.desmos.com/calculator/81ywfok6xk double musicStartDelay = -offset - startPos; if (musicStartDelay > 0) { musicSource.time = 0; // this can break if the user changes pitch before the audio starts playing musicScheduledTime = dspTime + musicStartDelay / SongPitch; musicScheduledPitch = SongPitch; musicSource.PlayScheduled(musicScheduledTime); } else { musicSource.time = (float)-musicStartDelay; musicSource.PlayScheduled(dspTime); } } songPosBeat = GetBeatFromSongPos(time); startTime = DateTime.Now; lastAbsTime = (DateTime.Now - startTime).TotalSeconds; lastDspTime = AudioSettings.dspTime; dspStart = dspTime; startBeat = songPosBeat; isPlaying = true; isPaused = false; } public void Pause() { if (!isPlaying) return; isPlaying = false; isPaused = true; musicSource.Pause(); } public void Stop(double time) { this.time = time; songPos = time; songPosBeat = 0; isPlaying = false; isPaused = false; musicSource.Stop(); } double deltaTimeReal { get { double ret = absTime - lastAbsTime; lastAbsTime = absTime; return ret; }} double deltaTimeDsp { get { double ret = dspTime - lastDspTime; lastDspTime = dspTime; return ret; }} public void Update() { if (isPlaying) { if (AudioSettings.dspTime < musicScheduledTime && musicScheduledPitch != SongPitch) { if (SongPitch == 0f) { musicSource.Pause(); } else { if (musicScheduledPitch == 0f) musicSource.UnPause(); musicScheduledPitch = SongPitch; musicScheduledTime = (AudioSettings.dspTime + (-GameManager.instance.Beatmap.data.offset - songPositionAsDouble)/(double)SongPitch); musicSource.SetScheduledStartTime(musicScheduledTime); } } absTime = (DateTime.Now - startTime).TotalSeconds; dspTime = AudioSettings.dspTime - dspStart; double dt = deltaTimeReal; //todo: dspTime to sync with audio thread in case of drift time += dt * SongPitch; songPos = time; songPosBeat = GetBeatFromSongPos(songPos - firstBeatOffset); } } public void LateUpdate() { if (metronome && isPlaying) { if (ReportBeat(ref lastReportedBeat)) { metronomeSound = Util.SoundByte.PlayOneShot("metronome", lastReportedBeat); } else if (songPositionInBeats < lastReportedBeat) { lastReportedBeat = Mathf.Round(songPositionInBeats); } } else { if (metronomeSound != null) { metronomeSound.Delete(); metronomeSound = null; } } } 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) { return Mathf.Repeat((songPositionInBeats / length) + beatOffset, 1); } public float GetPositionFromBeat(double startBeat, double length) { float a = Mathp.Normalize(songPositionInBeats, (float)startBeat, (float)(startBeat + length)); return a; } public float GetBeatFromPosition(float position, float startBeat, float length) { return Mathp.DeNormalize(position, (float)startBeat, (float)(startBeat + length)); } public float GetPositionFromMargin(float targetBeat, float margin) { return GetPositionFromBeat(targetBeat - margin, margin); } public float GetBeatFromPositionAndMargin(float position, float targetBeat, float margin) { return GetBeatFromPosition(position, targetBeat - margin, margin); } private List GetSortedTempoChanges() { GameManager.instance.SortEventsList(); return GameManager.instance.Beatmap.TempoChanges; } public float GetBpmAtBeat(double beat) { var chart = GameManager.instance.Beatmap; if (chart.TempoChanges.Count == 0) return 120f; float bpm = chart.TempoChanges[0]["tempo"]; foreach (RiqEntity t in chart.TempoChanges) { if (t.beat > beat) { break; } bpm = t["tempo"]; } return bpm; } 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 = -firstBeatOffset; 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) { musicSource.volume = 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; } } }