HeavenStudioPlus/Assets/Scripts/Conductor.cs

176 lines
5.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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;
//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;
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();
}
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; }
}*/
//determine how many seconds since the song started
songPosition = (float)(musicSource.time - dspSongTime - firstBeatOffset);
//determine how many beats since the song started
songPositionInBeats = songPosition / secPerBeat;
//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 final = Starpelly.Mathp.Normalize(songPositionInBeats, startBeat, startBeat + length);
return final;
}
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;
}
}
}