mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-29 04:53:06 +00:00
09f0fb8151
fix copy paste not using timeline marker's time correct more uses of swung / unswung beat
702 lines
No EOL
23 KiB
C#
702 lines
No EOL
23 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Jukebox;
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using HeavenStudio.Util;
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namespace HeavenStudio
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{
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// [RequireComponent(typeof(AudioSource))]
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public class Conductor : MonoBehaviour
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{
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public struct AddedPitchChange
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{
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public double time;
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public float pitch;
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}
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public List<AddedPitchChange> addedPitchChanges = new List<AddedPitchChange>();
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public GameManager gameManager;
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// Song beats per minute
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// This is determined by the song you're trying to sync up to
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public float songBpm { get; private set; }
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// The number of seconds for each song beat
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public float secPerBeat => (float)secPerBeatAsDouble;
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public double secPerBeatAsDouble { get; private set; }
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// The number of seconds for each song beat, inversely scaled to song pitch (higer pitch = shorter time)
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public float pitchedSecPerBeat => (float)pitchedSecPerBeatAsDouble;
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public double pitchedSecPerBeatAsDouble => (secPerBeat / SongPitch);
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// Current song position, in seconds
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private double songPos; // for Conductor use only
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public float songPosition => (float)songPos;
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public double songPositionAsDouble => songPos;
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// Current song position, in beats
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public double songPosBeat { get; private set; }
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public float songPositionInBeats => (float)songPositionInBeatsAsDouble;
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public double songPositionInBeatsAsDouble { get; private set; }
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public float unswungSongPositionInBeats => (float)songPosBeat;
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public double unswungSongPositionInBeatsAsDouble => songPosBeat;
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// Current time of the song
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private double time;
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double dspTime;
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double absTime, absTimeAdjust;
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double dspSizeSeconds;
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double dspMargin = 128 / 44100.0;
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bool deferTimeKeeping = false;
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public bool WaitingForDsp => deferTimeKeeping;
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// the dspTime we started at
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private double dspStart;
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private float dspStartTime => (float)dspStart;
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public double dspStartTimeAsDouble => dspStart;
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DateTime startTime;
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//the beat we started at
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private double startPos;
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private double startBeat;
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public double startBeatAsDouble => startBeat;
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// an AudioSource attached to this GameObject that will play the music.
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public AudioSource musicSource;
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// The offset to the first beat of the song in seconds
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public double firstBeatOffset;
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// Conductor instance
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public static Conductor instance;
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// Conductor is currently playing song
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public bool isPlaying;
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// Conductor is currently paused, but not fully stopped
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public bool isPaused;
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// Metronome tick sound enabled
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public bool metronome = false;
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Util.MultiSound metronomeSound;
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private int _metronomeTally = 0;
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// pitch values
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private float timelinePitch = 1f;
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private float minigamePitch = 1f;
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public float SongPitch { get => isPaused ? 0f : (timelinePitch * minigamePitch); }
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public float TimelinePitch { get => timelinePitch; }
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private double musicScheduledTime = 0;
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// volume modifier
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private float timelineVolume = 1f;
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private float minigameVolume = 1f;
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public void SetTimelinePitch(float pitch)
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{
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if (isPaused || deferTimeKeeping) return;
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if (pitch != 0 && pitch != timelinePitch)
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{
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// Debug.Log("added pitch change " + pitch * minigamePitch + " at " + absTime);
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addedPitchChanges.Add(new AddedPitchChange { time = absTime, pitch = pitch * minigamePitch });
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}
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timelinePitch = pitch;
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if (musicSource != null && musicSource.clip != null)
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{
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musicSource.pitch = SongPitch;
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if (isPlaying && !(isPaused || deferTimeKeeping))
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{
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time = MapTimeToPitchChanges(absTime + absTimeAdjust);
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songPos = startPos + time;
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songPosBeat = GetBeatFromSongPos(songPos);
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songPositionInBeatsAsDouble = GetSwungBeat(songPosBeat);
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}
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}
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}
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public void SetMinigamePitch(float pitch)
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{
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if (isPaused || deferTimeKeeping || !isPlaying) return;
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if (pitch != 0 && pitch != minigamePitch)
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{
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// Debug.Log("added pitch change " + pitch * timelinePitch + " at " + absTime);
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addedPitchChanges.Add(new AddedPitchChange { time = absTime, pitch = pitch * timelinePitch });
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}
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minigamePitch = pitch;
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if (musicSource != null && musicSource.clip != null)
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{
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musicSource.pitch = SongPitch;
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if (isPlaying && !(isPaused || deferTimeKeeping))
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{
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time = MapTimeToPitchChanges(absTime + absTimeAdjust);
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songPos = startPos + time;
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songPosBeat = GetBeatFromSongPos(songPos);
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songPositionInBeatsAsDouble = GetSwungBeat(songPosBeat);
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}
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}
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}
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void Awake()
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{
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instance = this;
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}
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void Start()
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{
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musicSource.priority = 0;
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AudioConfiguration config = AudioSettings.GetConfiguration();
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dspSizeSeconds = config.dspBufferSize / (double)config.sampleRate;
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dspMargin = 2 * dspSizeSeconds;
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addedPitchChanges.Clear();
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}
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public void SetBeat(double beat)
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{
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var chart = gameManager.Beatmap;
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double offset = chart.data.offset;
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startPos = GetSongPosFromBeat(beat);
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time = startPos;
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firstBeatOffset = offset;
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SeekMusicToTime(startPos, offset);
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songPos = startPos;
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songPosBeat = GetBeatFromSongPos(time);
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songPositionInBeatsAsDouble = GetSwungBeat(songPosBeat);
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gameManager.SetCurrentEventToClosest(beat, true);
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}
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public void PlaySetup(double beat)
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{
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deferTimeKeeping = true;
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songPosBeat = beat;
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absTime = 0;
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startTime = DateTime.Now;
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}
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public void Play(double beat)
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{
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if (isPlaying) return;
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addedPitchChanges.Clear();
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addedPitchChanges.Add(new AddedPitchChange { time = 0, pitch = timelinePitch });
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minigamePitch = 1f;
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if (isPaused)
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{
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Util.SoundByte.UnpauseOneShots();
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}
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else
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{
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AudioConfiguration config = AudioSettings.GetConfiguration();
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dspSizeSeconds = config.dspBufferSize / (double)config.sampleRate;
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dspMargin = 2 * dspSizeSeconds;
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SetMinigameVolume(1f);
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}
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RiqBeatmap chart = gameManager.Beatmap;
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double offset = chart.data.offset;
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double dspTime = AudioSettings.dspTime;
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dspStart = dspTime;
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startPos = GetSongPosFromBeat(beat);
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firstBeatOffset = offset;
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time = startPos;
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if (musicSource.clip != null && startPos < musicSource.clip.length - offset)
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{
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SeekMusicToTime(startPos, offset);
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double musicStartDelay = -offset - startPos;
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if (musicStartDelay > 0)
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{
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musicScheduledTime = dspTime + (musicStartDelay / timelinePitch) + 2 * dspSizeSeconds;
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dspStart = dspTime + 2 * dspSizeSeconds;
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}
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else
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{
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musicScheduledTime = dspTime + 2 * dspSizeSeconds;
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dspStart = dspTime + 2 * dspSizeSeconds;
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}
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musicSource.PlayScheduled(musicScheduledTime);
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musicSource.pitch = timelinePitch;
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}
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songPosBeat = beat;
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startBeat = songPosBeat;
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_metronomeTally = 0;
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startTime = DateTime.Now;
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absTimeAdjust = 0;
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deferTimeKeeping = musicSource.clip != null;
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isPlaying = true;
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isPaused = false;
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}
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void OnAudioFilterRead(float[] data, int channels)
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{
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// don't actually do anything with the data
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// wait until we get a dsp update before starting to keep time
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double dsp = AudioSettings.dspTime;
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if (deferTimeKeeping && dsp >= dspStart - dspSizeSeconds)
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{
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deferTimeKeeping = false;
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// Debug.Log($"dsptime: {dsp}, deferred timekeeping for {DateTime.Now - startTime} seconds (delta dsp {dsp - dspStart})");
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startTime = DateTime.Now;
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absTimeAdjust = 0;
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dspStart = dsp;
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}
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}
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public void Pause()
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{
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if (!isPlaying) return;
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isPlaying = false;
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isPaused = true;
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SetMinigamePitch(1f);
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deferTimeKeeping = false;
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musicSource.Stop();
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Util.SoundByte.PauseOneShots();
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}
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public void Stop(double beat)
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{
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if (absTimeAdjust != 0)
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{
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Debug.Log($"Last playthrough had a dsp (audio) drift of {absTimeAdjust}.\nConsider increasing audio buffer size if audio distortion was present.");
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}
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songPosBeat = beat;
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time = GetSongPosFromBeat(beat);
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songPos = time;
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absTimeAdjust = 0;
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isPlaying = false;
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isPaused = false;
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SetMinigamePitch(1f);
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deferTimeKeeping = false;
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musicSource.Stop();
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}
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/// <summary>
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/// stops playback of the audio without stopping beatkeeping
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/// </summary>
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public void StopOnlyAudio()
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{
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musicSource.Stop();
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}
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/// <summary>
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/// fades out the audio over a duration
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/// </summary>
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/// <param name="duration">duration of the fade</param>
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public void FadeOutAudio(float duration)
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{
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StartCoroutine(FadeOutAudioCoroutine(duration));
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}
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IEnumerator FadeOutAudioCoroutine(float duration)
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{
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float startVolume = musicSource.volume;
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float endVolume = 0f;
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float startTime = Time.time;
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float endTime = startTime + duration;
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while (Time.time < endTime)
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{
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float t = (Time.time - startTime) / duration;
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musicSource.volume = Mathf.Lerp(startVolume, endVolume, t);
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yield return null;
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}
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musicSource.volume = endVolume;
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StopOnlyAudio();
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}
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Coroutine fadeOutAudioCoroutine;
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public void FadeMinigameVolume(double startBeat, double durationBeats = 1f, float targetVolume = 0f)
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{
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if (fadeOutAudioCoroutine != null)
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{
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StopCoroutine(fadeOutAudioCoroutine);
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}
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fadeOutAudioCoroutine = StartCoroutine(FadeMinigameVolumeCoroutine(startBeat, durationBeats, targetVolume));
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}
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IEnumerator FadeMinigameVolumeCoroutine(double startBeat, double durationBeats, float targetVolume)
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{
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float startVolume = minigameVolume;
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float endVolume = targetVolume;
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double startTime = startBeat;
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double endTime = startBeat + durationBeats;
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while (songPositionInBeatsAsDouble < endTime)
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{
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if (!NotStopped()) yield break;
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double t = (songPositionInBeatsAsDouble - startTime) / durationBeats;
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SetMinigameVolume(Mathf.Lerp(startVolume, endVolume, (float)t));
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yield return null;
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}
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SetMinigameVolume(endVolume);
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}
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public void SetTimelineVolume(float volume)
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{
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timelineVolume = volume;
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musicSource.volume = timelineVolume * minigameVolume;
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}
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public void SetMinigameVolume(float volume)
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{
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minigameVolume = volume;
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musicSource.volume = timelineVolume * minigameVolume;
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}
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void SeekMusicToTime(double fStartPos, double offset)
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{
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if (musicSource.clip != null && fStartPos < musicSource.clip.length - offset)
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{
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// https://www.desmos.com/calculator/81ywfok6xk
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double musicStartDelay = -offset - fStartPos;
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if (musicStartDelay > 0)
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{
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musicSource.timeSamples = 0;
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}
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else
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{
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int freq = musicSource.clip.frequency;
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int samples = (int)(freq * (fStartPos + offset));
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musicSource.timeSamples = samples;
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}
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}
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}
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public void Update()
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{
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double dsp = AudioSettings.dspTime;
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if (isPlaying && !(isPaused || deferTimeKeeping))
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{
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//dspTime to sync with audio thread in case of drift
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dspTime = dsp - dspStart;
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absTime = (DateTime.Now - startTime).TotalSeconds;
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if (Math.Abs(absTime + absTimeAdjust - dspTime) > dspMargin)
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{
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int i = 0;
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while (Math.Abs(absTime + absTimeAdjust - dspTime) > dspMargin)
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{
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i++;
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absTimeAdjust = (dspTime - absTime + absTimeAdjust) * 0.5;
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if (i > 8) break;
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}
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}
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time = MapTimeToPitchChanges(absTime + absTimeAdjust);
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songPos = startPos + time;
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songPosBeat = GetBeatFromSongPos(songPos);
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songPositionInBeatsAsDouble = GetSwungBeat(songPosBeat);
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}
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}
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public double MapTimeToPitchChanges(double time)
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{
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double counter = 0;
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double lastChangeTime = 0;
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float pitch = addedPitchChanges[0].pitch;
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foreach (var pch in addedPitchChanges)
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{
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double changeTime = pch.time;
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if (changeTime > time)
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{
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break;
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}
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counter += (changeTime - lastChangeTime) * pitch;
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lastChangeTime = changeTime;
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pitch = pch.pitch;
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}
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counter += (time - lastChangeTime) * pitch;
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return counter;
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}
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public void LateUpdate()
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{
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if (isPlaying)
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{
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if (songPositionInBeatsAsDouble >= Math.Ceiling(startBeat) + _metronomeTally)
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{
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// if (metronome) metronomeSound = Util.SoundByte.PlayOneShot("metronome", Math.Ceiling(startBeat) + _metronomeTally);
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if (metronome)
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{
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metronomeSound = Util.MultiSound.Play(new List<Util.MultiSound.Sound> {
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new Util.MultiSound.Sound("metronome", Math.Ceiling(startBeat) + _metronomeTally),
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new Util.MultiSound.Sound("metronome", Math.Ceiling(startBeat) + _metronomeTally + 0.5, 1.5f, 0.5f)
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}, false, true);
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}
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_metronomeTally++;
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}
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}
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else
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{
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if (metronomeSound != null)
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{
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// metronomeSound.StopAll();
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metronomeSound = null;
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}
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}
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}
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//[Obsolete("Conductor.ReportBeat is deprecated. Please use the OnBeatPulse callback instead.")] removing this fixes 10 warnings lmao - Marc
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public bool ReportBeat(ref double lastReportedBeat, double offset = 0, bool shiftBeatToOffset = true)
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{
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bool result = songPositionInBeats + (shiftBeatToOffset ? offset : 0f) >= (lastReportedBeat) + 1f;
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if (result)
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{
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lastReportedBeat += 1f;
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if (lastReportedBeat < songPositionInBeats)
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{
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lastReportedBeat = Mathf.Round(songPositionInBeats);
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}
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}
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return result;
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}
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public float GetLoopPositionFromBeat(float beatOffset, float length, bool beatClamp = true, bool ignoreSwing = true)
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{
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float beat = ignoreSwing ? unswungSongPositionInBeats : songPositionInBeats;
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if (beatClamp)
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{
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beat = Mathf.Max(beat, 0);
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}
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return Mathf.Repeat((beat / length) + beatOffset, 1);
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}
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public float GetPositionFromBeat(double startBeat, double length, bool beatClamp = true, bool ignoreSwing = true)
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{
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float beat = ignoreSwing ? unswungSongPositionInBeats : songPositionInBeats;
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if (beatClamp)
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{
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beat = Mathf.Max(beat, 0);
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}
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float a = MathUtils.Normalize(beat, (float)startBeat, (float)(startBeat + length));
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return a;
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}
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private List<RiqEntity> GetSortedTempoChanges()
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{
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gameManager.SortEventsList();
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return gameManager.Beatmap.TempoChanges;
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}
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public float GetBpmAtBeat(double beat, out float swingRatio, out float swingDivision)
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{
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swingRatio = 0.5f;
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swingDivision = 1f;
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var chart = gameManager.Beatmap;
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if (chart.TempoChanges.Count == 0)
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return 120f;
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RiqEntity tempo = null;
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foreach (RiqEntity t in chart.TempoChanges)
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{
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if (t.beat > beat)
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{
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break;
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}
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tempo = t;
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}
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tempo ??= chart.TempoChanges[0];
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swingRatio = tempo["swing"] + 0.5f;
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swingDivision = tempo["swingDivision"] ?? 1f;
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return tempo["tempo"];
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}
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public float GetBpmAtBeat(double beat)
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{
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return GetBpmAtBeat(beat, out _, out _);
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}
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public float GetSwingRatioAtBeat(double beat, out float swingDivision)
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{
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float swingRatio;
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GetBpmAtBeat(beat, out swingRatio, out swingDivision);
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return swingRatio;
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}
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public double GetSwungBeat(double beat)
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{
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float ratio = GetSwingRatioAtBeat(beat, out float division);
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int floor = (int)Math.Floor(beat / division);
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return (floor * division) + GetSwingOffset(beat, ratio, division);
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}
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public double GetSwungBeat(double beat, float ratio, float division)
|
|
{
|
|
int floor = (int)Math.Floor(beat / division);
|
|
return (floor * division) + GetSwingOffset(beat, ratio, division);
|
|
}
|
|
|
|
public double GetSwingOffset(double beatFrac, float ratio, float division)
|
|
{
|
|
beatFrac %= division;
|
|
if (beatFrac <= ratio)
|
|
{
|
|
return 0.5 / ratio * beatFrac;
|
|
}
|
|
else
|
|
{
|
|
return 0.5 + 0.5 / (1 - ratio) * (beatFrac - ratio);
|
|
}
|
|
}
|
|
|
|
public double GetUnSwungBeat(double beat)
|
|
{
|
|
float ratio = GetSwingRatioAtBeat(beat, out float division);
|
|
int floor = (int)Math.Floor(beat / division);
|
|
|
|
return (floor * division) + GetUnSwingOffset(beat, ratio, division);
|
|
}
|
|
|
|
public double GetUnSwungBeat(double beat, float ratio, float division)
|
|
{
|
|
int floor = (int)Math.Floor(beat / division);
|
|
return (floor * division) + GetUnSwingOffset(beat, ratio, division);
|
|
}
|
|
|
|
public double GetUnSwingOffset(double beatFrac, float ratio, float division)
|
|
{
|
|
beatFrac %= division;
|
|
if (beatFrac <= ratio)
|
|
{
|
|
return 2 * ratio * beatFrac;
|
|
}
|
|
else
|
|
{
|
|
return 2 * (beatFrac - 0.5f) * (1f - ratio) + ratio;
|
|
}
|
|
}
|
|
|
|
public double GetSongPosFromBeat(double beat, bool ignoreSwing = false)
|
|
{
|
|
var chart = gameManager.Beatmap;
|
|
float bpm = 120f;
|
|
|
|
double counter = 0f;
|
|
|
|
double lastTempoChangeBeat = 0f;
|
|
|
|
if (!ignoreSwing)
|
|
{
|
|
beat = GetUnSwungBeat(beat);
|
|
}
|
|
|
|
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.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)
|
|
{
|
|
SetTimelineVolume(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 || Conductor.instance.isPaused;
|
|
}
|
|
}
|
|
} |