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; public bool isPlaying; public bool isPaused; // private AudioDspTimeKeeper timeKeeper; void Awake() { instance = this; } void Start() { musicSource = GetComponent(); secPerBeat = 60f / songBpm; } public void SetBeat(float beat) { float secFromBeat = GetSongPosFromBeat(beat); 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); 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; isPlaying = false; isPaused = false; musicSource.Stop(); } /*public void SetTime(float startBeat) { musicSource.time = GetSongPosFromBeat(startBeat); songPositionInBeats = musicSource.time / secPerBeat; GameManager.instance.SetCurrentEventToClosest(songPositionInBeats); }*/ public void Update() { if (isPlaying) { time += Time.deltaTime * musicSource.pitch; songPosition = time - firstBeatOffset; songPositionInBeats = songPosition / secPerBeat; } } 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) { return t < musicSource.clip.length; } } }