mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +00:00
8ff7539d2b
* Fix Sheets issue 11 * Textboxes: Fix unicode glyphs sometimes not displaying * Fan Club: fix order of operation bug * Conductor: refactor ReportBeat this fixes issues with using crop stomp alongside tempo changes * Built to Scale (Gold): temporarily disable post-processing game renders very incorrectly due to the post processing effects will need someone who knows what they're doing in that field to fix it proper * marked some assets for deletion * I'm dumb and left in debug prints * peabrain moment VERY IMPORTANT FIX * Make this not loop
363 lines
No EOL
12 KiB
C#
363 lines
No EOL
12 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.Audio;
|
|
|
|
using Starpelly;
|
|
|
|
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;
|
|
|
|
// The number of seconds for each song beat, inversely scaled to song pitch (higer pitch = shorter time)
|
|
public float pitchedSecPerBeat => (secPerBeat / musicSource.pitch);
|
|
|
|
// Current song position, in seconds
|
|
private float songPos; // for Conductor use only
|
|
public float songPosition;
|
|
|
|
// Current song position, in beats
|
|
private float songPosBeat; // for Conductor use only
|
|
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;
|
|
|
|
// 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 float lastReportedBeat = 0f;
|
|
|
|
// Metronome tick sound enabled
|
|
public bool metronome = false;
|
|
|
|
public float timeSinceLastTempoChange = 0;
|
|
|
|
private bool beat;
|
|
|
|
// private AudioDspTimeKeeper timeKeeper;
|
|
|
|
void Awake()
|
|
{
|
|
instance = this;
|
|
}
|
|
|
|
public void SetBeat(float beat)
|
|
{
|
|
float secFromBeat = GetSongPosFromBeat(beat);
|
|
|
|
if (musicSource.clip != null)
|
|
{
|
|
if (secFromBeat < musicSource.clip.length)
|
|
musicSource.time = secFromBeat;
|
|
else
|
|
musicSource.time = 0;
|
|
}
|
|
|
|
GameManager.instance.SetCurrentEventToClosest(beat);
|
|
songPosBeat = beat;
|
|
songPositionInBeats = songPosBeat;
|
|
}
|
|
|
|
public void Play(float beat)
|
|
{
|
|
bool negativeOffset = firstBeatOffset < 0f;
|
|
bool negativeStartTime = false;
|
|
|
|
// Debug.Log("starting playback @ beat " + beat + ", offset is " + firstBeatOffset);
|
|
|
|
var startPos = GetSongPosFromBeat(beat);
|
|
if (negativeOffset)
|
|
{
|
|
time = startPos;
|
|
}
|
|
else
|
|
{
|
|
negativeStartTime = startPos - firstBeatOffset < 0f;
|
|
|
|
if (negativeStartTime)
|
|
time = startPos - firstBeatOffset;
|
|
else
|
|
time = startPos;
|
|
}
|
|
|
|
//TODO: make this take into account past tempo changes
|
|
songPosBeat = GetBeatFromSongPos(time - firstBeatOffset);
|
|
// Debug.Log("corrected starting playback @ beat " + songPosBeat);
|
|
|
|
isPlaying = true;
|
|
isPaused = false;
|
|
|
|
if (SongPosLessThanClipLength(startPos))
|
|
{
|
|
if (negativeOffset)
|
|
{
|
|
var musicStartTime = startPos + firstBeatOffset;
|
|
|
|
if (musicStartTime < 0f)
|
|
{
|
|
musicSource.time = startPos;
|
|
musicSource.PlayScheduled(AudioSettings.dspTime - firstBeatOffset / musicSource.pitch);
|
|
}
|
|
else
|
|
{
|
|
musicSource.time = musicStartTime;
|
|
musicSource.PlayScheduled(AudioSettings.dspTime);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (negativeStartTime)
|
|
{
|
|
musicSource.time = startPos;
|
|
}
|
|
else
|
|
{
|
|
musicSource.time = startPos + firstBeatOffset;
|
|
}
|
|
|
|
musicSource.PlayScheduled(AudioSettings.dspTime);
|
|
}
|
|
}
|
|
|
|
// GameManager.instance.SetCurrentEventToClosest(songPositionInBeats);
|
|
}
|
|
|
|
public void Pause()
|
|
{
|
|
isPlaying = false;
|
|
isPaused = true;
|
|
|
|
musicSource.Pause();
|
|
}
|
|
|
|
public void Stop(float time)
|
|
{
|
|
this.time = time;
|
|
|
|
songPosBeat = 0;
|
|
songPositionInBeats = 0;
|
|
|
|
isPlaying = false;
|
|
isPaused = false;
|
|
|
|
musicSource.Stop();
|
|
}
|
|
float test;
|
|
|
|
public void Update()
|
|
{
|
|
secPerBeat = 60f / songBpm;
|
|
|
|
if (isPlaying)
|
|
{
|
|
var dt = Time.unscaledDeltaTime * musicSource.pitch;
|
|
|
|
time += dt;
|
|
|
|
songPos = time;
|
|
songPosition = songPos;
|
|
|
|
songPosBeat += (dt / secPerBeat);
|
|
songPositionInBeats = songPosBeat;
|
|
// songPositionInBeats = Time.deltaTime / secPerBeat;
|
|
|
|
if (metronome)
|
|
{
|
|
if (ReportBeat(ref lastReportedBeat))
|
|
{
|
|
Util.Jukebox.PlayOneShot("metronome");
|
|
}
|
|
else if (songPositionInBeats < lastReportedBeat)
|
|
{
|
|
lastReportedBeat = Mathf.Round(songPositionInBeats);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public bool ReportBeat(ref float lastReportedBeat, float 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(float startBeat, float length)
|
|
{
|
|
float a = Mathp.Normalize(songPositionInBeats, startBeat, startBeat + length);
|
|
return a;
|
|
}
|
|
|
|
public float GetBeatFromPosition(float position, float startBeat, float length)
|
|
{
|
|
return Mathp.DeNormalize(position, startBeat, 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<Beatmap.TempoChange> GetSortedTempoChanges(Beatmap chart)
|
|
{
|
|
//iterate over all tempo changes, adding to counter
|
|
List<Beatmap.TempoChange> tempoChanges = chart.tempoChanges;
|
|
tempoChanges.Sort((x, y) => x.beat.CompareTo(y.beat)); //sorts all tempo changes by ascending time (GameManager already does this but juste en cas...)
|
|
return tempoChanges;
|
|
}
|
|
|
|
public float GetSongPosFromBeat(float beat)
|
|
{
|
|
Beatmap chart = GameManager.instance.Beatmap;
|
|
SetBpm(chart.bpm);
|
|
|
|
//initial counter
|
|
float counter = 0f;
|
|
|
|
//time of last tempo change, to know how much to add to counter
|
|
float lastTempoChangeBeat = 0f;
|
|
|
|
//iterate over all tempo changes, adding to counter
|
|
List<Beatmap.TempoChange> tempoChanges = GetSortedTempoChanges(chart);
|
|
foreach (var t in tempoChanges)
|
|
{
|
|
if (t.beat > beat)
|
|
{
|
|
// this tempo change is past our requested time, abort
|
|
break;
|
|
}
|
|
// Debug.Log("tempo change at " + t.beat);
|
|
|
|
counter += (t.beat - lastTempoChangeBeat) * secPerBeat;
|
|
// Debug.Log("counter is now " + counter);
|
|
|
|
// now update to new bpm
|
|
SetBpm(t.tempo);
|
|
lastTempoChangeBeat = t.beat;
|
|
}
|
|
|
|
//passed all past tempo changes, now extrapolate from last tempo change until requested position
|
|
counter += (beat - lastTempoChangeBeat) * secPerBeat;
|
|
|
|
// Debug.Log("GetSongPosFromBeat returning " + counter);
|
|
return counter;
|
|
}
|
|
|
|
//thank you @wooningcharithri#7419 for the psuedo-code
|
|
private float BeatsToSecs(float beats, float bpm)
|
|
{
|
|
// Debug.Log("BeatsToSecs returning " + beats / bpm * 60);
|
|
return beats / bpm * 60f;
|
|
}
|
|
private float SecsToBeats(float s, float bpm)
|
|
{
|
|
// Debug.Log("SecsToBeats returning " + s / 60f / bpm);
|
|
return s / 60f * bpm;
|
|
}
|
|
|
|
public float GetBeatFromSongPos(float seconds)
|
|
{
|
|
// Debug.Log("Getting beat of seconds " + seconds);
|
|
Beatmap chart = GameManager.instance.Beatmap;
|
|
float lastTempoChangeBeat = 0f;
|
|
float lastBpm = chart.bpm;
|
|
float counterSeconds = -firstBeatOffset;
|
|
|
|
List<Beatmap.TempoChange> tempoChanges = GetSortedTempoChanges(chart);
|
|
foreach (var t in tempoChanges)
|
|
{
|
|
float beatToNext = t.beat - lastTempoChangeBeat;
|
|
float secToNext = BeatsToSecs(beatToNext, lastBpm);
|
|
float nextSecs = counterSeconds + secToNext;
|
|
|
|
// Debug.Log("nextSecs is " + nextSecs + ", seconds " + seconds);
|
|
if (nextSecs >= seconds)
|
|
break;
|
|
|
|
lastTempoChangeBeat = t.beat;
|
|
lastBpm = t.tempo;
|
|
counterSeconds = nextSecs;
|
|
}
|
|
|
|
// Debug.Log("lastTempoChangeBeat is " + lastTempoChangeBeat + ", counterSeconds is " + counterSeconds);
|
|
|
|
return lastTempoChangeBeat + SecsToBeats(seconds - counterSeconds, lastBpm);
|
|
}
|
|
//
|
|
|
|
// convert real seconds to beats
|
|
public float GetRestFromRealTime(float seconds)
|
|
{
|
|
return seconds/pitchedSecPerBeat;
|
|
}
|
|
|
|
public void SetBpm(float bpm)
|
|
{
|
|
this.songBpm = bpm;
|
|
secPerBeat = 60f / songBpm;
|
|
}
|
|
|
|
public void SetVolume(int percent)
|
|
{
|
|
musicSource.volume = percent / 100f;
|
|
}
|
|
|
|
public float SongLengthInBeats()
|
|
{
|
|
if (!musicSource.clip) return 0;
|
|
return GetBeatFromSongPos(musicSource.clip.length);
|
|
}
|
|
|
|
public bool SongPosLessThanClipLength(float t)
|
|
{
|
|
if (musicSource.clip != null)
|
|
return t < musicSource.clip.length;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
public bool NotStopped()
|
|
{
|
|
return Conductor.instance.isPlaying == true || Conductor.instance.isPaused == true;
|
|
}
|
|
}
|
|
} |