mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 21:25:09 +00:00
223 lines
No EOL
7.1 KiB
C#
223 lines
No EOL
7.1 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using Starpelly;
|
|
|
|
// I CANNOT STRESS THIS ENOUGH, SET "Project Settings/Audio/DSP Buffer Size" to "Best latency" or else AudioSource.time WILL NOT update every frame.
|
|
|
|
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;
|
|
|
|
private float lastTime;
|
|
private float lastMst_F;
|
|
private int framesSinceLastSame;
|
|
|
|
void Awake()
|
|
{
|
|
instance = this;
|
|
}
|
|
|
|
void Start()
|
|
{
|
|
//Load the AudioSource attached to the Conductor GameObject
|
|
musicSource = GetComponent<AudioSource>();
|
|
|
|
//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();
|
|
}
|
|
|
|
public void Play(float startBeat)
|
|
{
|
|
musicSource.Play();
|
|
|
|
}
|
|
|
|
public 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; }
|
|
}*/
|
|
|
|
float mst = musicSource.timeSamples / (float)musicSource.clip.frequency;
|
|
float mst_f = mst + 0;
|
|
|
|
if (mst == lastTime && musicSource.isPlaying)
|
|
{
|
|
framesSinceLastSame++;
|
|
|
|
mst_f = mst_f + (Time.deltaTime * framesSinceLastSame) * musicSource.pitch;
|
|
|
|
if (mst_f <= lastMst_F)
|
|
{
|
|
// mst_f = lastMst_F;
|
|
float b = lastMst_F + (Time.deltaTime) * musicSource.pitch;
|
|
|
|
mst_f = b;
|
|
// print(b);
|
|
// print(mst_f + " " + b + " " + lastMst_F);
|
|
}
|
|
else if (mst_f < lastTime)
|
|
{
|
|
Debug.LogError("What the fuck.");
|
|
}
|
|
|
|
// print($"{lastMst_F}, {mst_f}");
|
|
}
|
|
else
|
|
{
|
|
framesSinceLastSame = 0;
|
|
}
|
|
|
|
lastTime = mst;
|
|
lastMst_F = mst_f;
|
|
|
|
//determine how many seconds since the song started
|
|
songPosition = (float)(mst_f - dspSongTime - firstBeatOffset);
|
|
|
|
//determine how many beats since the song started
|
|
songPositionInBeats = songPosition / secPerBeat;
|
|
// print($"{mst_f}(AudioSource.time), {Time.frameCount}(Time.fasrameCount)");
|
|
// print($"{musicSource.time}(0), {mst_f}");
|
|
|
|
|
|
//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 a = Mathp.Normalize(songPositionInBeats, startBeat, startBeat + length);
|
|
return a;
|
|
}
|
|
|
|
public void SetBpm(float bpm)
|
|
{
|
|
this.songBpm = bpm;
|
|
secPerBeat = 60f / songBpm;
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
} |