HeavenStudioPlus/Assets/Scripts/Conductor.cs
minenice55 3002e48350
Alternate Control Styles Support (#554)
* add mouse controller

* support different control styles in options

deprecate old input check methods

* fully functional input actions system

* btsds InputAction

* blue bear InputAction

* more games

fix bugs with some input related systems

* coin toss re-toss

* cheer readers touch

* dog ninja touch

* multiple games

* last of the easy games' touch

* more specialized games

* specialized games 2

* finish ktb games

* remove legacy settings disclaimer

* "only" two games left

* karate man touch

* rockers touch

still needs fixes and bad judge strum

* DSGuy flicking animation

* playstyle chart property

* improve performance of minigame preloading

* improve look of cursor

make assetbundles use chunk-based compression
refactor assetbundle loading methods a bit

* prime conductor stream playback to stabilize seeking operations

* fix air rally swing on pad release

* use virtual mouse pointer

* add UniTask

* make BeatAction use UniTask

* implement UniTask to replace some coroutines

* add touch style UI elements and effects

games now support the ability to define two cursor colours if they need split screen touch inputs

* update plugins and buildscript

* implement thresholded pointer position clipping

* fix clamping

* instant show / hide

fix discord game SDK crashes
2023-10-29 19:44:47 +00:00

550 lines
No EOL
17 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Starpelly;
using Jukebox;
using HeavenStudio.Util;
using System.Data.Common;
namespace HeavenStudio
{
// [RequireComponent(typeof(AudioSource))]
public class Conductor : MonoBehaviour
{
public struct AddedPitchChange
{
public double time;
public float pitch;
}
public List<AddedPitchChange> addedPitchChanges = new List<AddedPitchChange>();
// 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;
double absTime, absTimeAdjust;
double dspSizeSeconds;
double dspMargin = 128 / 44100.0;
// 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 startPos;
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)
{
if (pitch != 0 && pitch * minigamePitch != SongPitch)
{
Debug.Log("added pitch change " + pitch * minigamePitch + " at" + absTime);
addedPitchChanges.Add(new AddedPitchChange { time = absTime, pitch = pitch * minigamePitch });
}
timelinePitch = pitch;
musicSource.pitch = SongPitch;
}
public void SetMinigamePitch(float pitch)
{
if (pitch != 0 && pitch * timelinePitch != SongPitch)
{
Debug.Log("added pitch change " + pitch * timelinePitch + " at" + absTime);
addedPitchChanges.Add(new AddedPitchChange { time = absTime, pitch = pitch * timelinePitch });
}
minigamePitch = pitch;
musicSource.pitch = SongPitch;
}
public void SetMinigamePitch(float pitch, double beat)
{
BeatAction.New( this,
new List<BeatAction.Action> {
new BeatAction.Action(beat, delegate {
SetMinigamePitch(pitch);
}),
}
);
}
void Awake()
{
instance = this;
}
void Start()
{
musicSource.priority = 0;
AudioConfiguration config = AudioSettings.GetConfiguration();
dspSizeSeconds = config.dspBufferSize / (double)config.sampleRate;
dspMargin = 2 * dspSizeSeconds;
addedPitchChanges.Clear();
}
public void SetBeat(double beat)
{
var chart = GameManager.instance.Beatmap;
double offset = chart.data.offset;
startPos = GetSongPosFromBeat(beat);
double dspTime = AudioSettings.dspTime;
time = startPos;
firstBeatOffset = offset;
SeekMusicToTime(startPos, offset);
songPosBeat = GetBeatFromSongPos(time);
GameManager.instance.SetCurrentEventToClosest(beat);
}
public void Play(double beat)
{
if (isPlaying) return;
if (!isPaused)
{
AudioConfiguration config = AudioSettings.GetConfiguration();
dspSizeSeconds = config.dspBufferSize / (double)config.sampleRate;
Debug.Log($"dsp size: {dspSizeSeconds}");
dspMargin = 2 * dspSizeSeconds;
addedPitchChanges.Clear();
addedPitchChanges.Add(new AddedPitchChange { time = 0, pitch = SongPitch });
}
var chart = GameManager.instance.Beatmap;
double offset = chart.data.offset;
double dspTime = AudioSettings.dspTime;
startPos = GetSongPosFromBeat(beat);
firstBeatOffset = offset;
time = startPos;
if (musicSource.clip != null && startPos < musicSource.clip.length - offset)
{
SeekMusicToTime(startPos, offset);
double musicStartDelay = -offset - startPos;
if (musicStartDelay > 0)
{
musicScheduledTime = dspTime + musicStartDelay / SongPitch;
dspStart = dspTime;
}
else
{
musicScheduledTime = dspTime + dspMargin;
dspStart = dspTime + dspMargin;
}
musicScheduledPitch = SongPitch;
musicSource.PlayScheduled(musicScheduledTime);
}
if (musicSource.clip == null)
{
dspStart = dspTime;
}
songPosBeat = GetBeatFromSongPos(time);
startBeat = songPosBeat;
startTime = DateTime.Now;
absTimeAdjust = 0;
isPlaying = true;
isPaused = false;
}
public void Pause()
{
if (!isPlaying) return;
isPlaying = false;
isPaused = true;
musicSource.Pause();
}
public void Stop(double time)
{
if (absTimeAdjust != 0)
{
Debug.Log($"Last playthrough had a dsp (audio) drift of {absTimeAdjust}.\nConsider increasing audio buffer size if audio distortion was present.");
}
this.time = time;
songPos = time;
songPosBeat = 0;
absTimeAdjust = 0;
isPlaying = false;
isPaused = false;
musicSource.Stop();
}
/// <summary>
/// stops playback of the audio without stopping beatkeeping
/// </summary>
public void StopOnlyAudio()
{
musicSource.Stop();
}
/// <summary>
/// fades out the audio over a duration
/// </summary>
/// <param name="duration">duration of the fade</param>
public void FadeOutAudio(float duration)
{
StartCoroutine(FadeOutAudioCoroutine(duration));
}
IEnumerator FadeOutAudioCoroutine(float duration)
{
float startVolume = musicSource.volume;
float endVolume = 0f;
float startTime = Time.time;
float endTime = startTime + duration;
while (Time.time < endTime)
{
float t = (Time.time - startTime) / duration;
musicSource.volume = Mathf.Lerp(startVolume, endVolume, t);
yield return null;
}
musicSource.volume = endVolume;
StopOnlyAudio();
}
void SeekMusicToTime(double fStartPos, double offset)
{
if (musicSource.clip != null && fStartPos < musicSource.clip.length - offset)
{
// https://www.desmos.com/calculator/81ywfok6xk
double musicStartDelay = -offset - fStartPos;
if (musicStartDelay > 0)
{
musicSource.timeSamples = 0;
}
else
{
int freq = musicSource.clip.frequency;
int samples = (int)(freq * (fStartPos + offset));
musicSource.timeSamples = samples;
}
}
}
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 to sync with audio thread in case of drift
dspTime = AudioSettings.dspTime - dspStart;
if (Math.Abs(absTime + absTimeAdjust - dspTime) > dspMargin)
{
int i = 0;
while (Math.Abs(absTime + absTimeAdjust - dspTime) > dspMargin)
{
i++;
absTimeAdjust = (dspTime - absTime + absTimeAdjust) * 0.5;
if (i > 8) break;
}
}
time = MapTimeToPitchChanges(absTime + absTimeAdjust);
songPos = startPos + time;
songPosBeat = GetBeatFromSongPos(songPos);
}
}
double MapTimeToPitchChanges(double time)
{
double counter = 0;
double lastChangeTime = 0;
float pitch = addedPitchChanges[0].pitch;
foreach (var pch in addedPitchChanges)
{
double changeTime = pch.time;
if (changeTime > time)
{
break;
}
counter += (changeTime - lastChangeTime) * pitch;
lastChangeTime = changeTime;
pitch = pch.pitch;
}
counter += (time - lastChangeTime) * pitch;
return counter;
}
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.Stop();
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;
}
}
}