HeavenStudioPlus/Assets/Scripts/Conductor.cs
minenice55 f641ac0cee
Sound Scheduling Improvements (#491)
* port conductor adjustments

* scheduled sounds prebake

* allow aiff files to be imported

add vbr mp3 warning to readme

* improve wording
2023-06-25 02:32:08 +00:00

439 lines
No EOL
13 KiB
C#

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;
}
void Start()
{
musicSource.priority = 0;
}
public void SetBeat(double beat)
{
var chart = GameManager.instance.Beatmap;
double offset = chart.data.offset;
double startPos = GetSongPosFromBeat(beat);
double dspTime = AudioSettings.dspTime;
time = startPos;
firstBeatOffset = offset;
SeekMusicToTime(startPos);
songPosBeat = GetBeatFromSongPos(time);
GameManager.instance.SetCurrentEventToClosest(beat);
}
public void Play(double beat)
{
if (isPlaying) return;
var chart = GameManager.instance.Beatmap;
double offset = chart.data.offset;
double dspTime = AudioSettings.dspTime;
GameManager.instance.SortEventsList();
double startPos = GetSongPosFromBeat(beat);
firstBeatOffset = offset;
time = startPos;
if (musicSource.clip != null && startPos < musicSource.clip.length - offset)
{
SeekMusicToTime(startPos);
double musicStartDelay = -offset - startPos;
if (musicStartDelay > 0)
{
musicScheduledTime = dspTime + musicStartDelay / SongPitch;
musicScheduledPitch = SongPitch;
musicSource.PlayScheduled(musicScheduledTime);
}
else
{
musicScheduledTime = dspTime;
musicScheduledPitch = SongPitch;
musicSource.Play();
}
}
songPosBeat = GetBeatFromSongPos(time);
startTime = DateTime.Now;
lastAbsTime = 0;
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();
}
void SeekMusicToTime(double startPos)
{
double offset = GameManager.instance.Beatmap.data.offset;
if (musicSource.clip != null && startPos < musicSource.clip.length - offset)
{
// https://www.desmos.com/calculator/81ywfok6xk
double musicStartDelay = -offset - startPos;
if (musicStartDelay > 0)
{
musicSource.timeSamples = 0;
}
else
{
int freq = musicSource.clip.frequency;
int samples = (int)(freq * (startPos + offset));
musicSource.timeSamples = samples;
}
}
}
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);
}
}
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<RiqEntity> 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 = 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)
{
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;
}
}
}