mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 17:45:16 +00:00
192 lines
No EOL
5.2 KiB
C#
192 lines
No EOL
5.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Audio;
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using Starpelly;
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namespace RhythmHeavenMania
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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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// 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;
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// The number of seconds for each song beat
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public float secPerBeat;
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// Current song position, in seconds
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private float songPos; // for Conductor use only
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public float songPosition;
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// Current song position, in beats
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private float songPosBeat; // for Conductor use only
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public float songPositionInBeats;
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// Current time of the song
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private float time;
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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 float 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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// Last reported beat based on song position
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private float lastReportedBeat = 0f;
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// Metronome tick sound enabled
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public bool metronome = false;
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public float timeSinceLastTempoChange = 0;
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private bool beat;
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// private AudioDspTimeKeeper timeKeeper;
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void Awake()
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{
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instance = this;
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}
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public void SetBeat(float beat)
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{
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float secFromBeat = GetSongPosFromBeat(beat);
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if (musicSource.clip != null)
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{
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if (secFromBeat < musicSource.clip.length)
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musicSource.time = secFromBeat;
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else
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musicSource.time = 0;
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}
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GameManager.instance.SetCurrentEventToClosest(beat);
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}
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public void Play(float beat)
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{
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this.time = GetSongPosFromBeat(beat);
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songPosBeat = GetSongPosFromBeat(beat) / secPerBeat;
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isPlaying = true;
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isPaused = false;
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if (SongPosLessThanClipLength(time))
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{
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musicSource.time = time;
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musicSource.PlayScheduled(Time.time);
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}
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// GameManager.instance.SetCurrentEventToClosest(songPositionInBeats);
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}
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public void Pause()
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{
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isPlaying = false;
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isPaused = true;
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musicSource.Pause();
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}
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public void Stop(float time)
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{
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this.time = time;
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songPosBeat = 0;
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songPositionInBeats = 0;
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isPlaying = false;
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isPaused = false;
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musicSource.Stop();
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}
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float test;
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public void Update()
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{
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secPerBeat = 60f / songBpm;
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if (isPlaying)
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{
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time += Time.unscaledDeltaTime * musicSource.pitch;
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songPos = time;
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songPosition = songPos;
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songPosBeat += ((Time.unscaledDeltaTime * musicSource.pitch) / secPerBeat);
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songPositionInBeats = songPosBeat;
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// songPositionInBeats = Time.deltaTime / secPerBeat;
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if (metronome)
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{
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if (ReportBeat(ref lastReportedBeat))
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{
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Util.Jukebox.PlayOneShot("metronome");
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}
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else if (songPosition <= lastReportedBeat)
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{
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lastReportedBeat = (songPosition - (songPosition % secPerBeat));
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}
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}
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}
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}
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public bool ReportBeat(ref float lastReportedBeat, float offset = 0)
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{
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bool result = songPosition > (lastReportedBeat + offset) + secPerBeat;
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if (result == true)
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{
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lastReportedBeat = (songPosition - (songPosition % secPerBeat) + offset);
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}
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return result;
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}
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public float GetLoopPositionFromBeat(float startBeat, float length)
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{
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float a = Mathp.Normalize(songPositionInBeats, startBeat, startBeat + length);
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return a;
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}
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public float GetSongPosFromBeat(float beat)
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{
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return secPerBeat * beat;
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}
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public void SetBpm(float bpm)
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{
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this.songBpm = bpm;
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secPerBeat = 60f / songBpm;
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}
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public float SongLengthInBeats()
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{
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if (!musicSource.clip) return 0;
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return musicSource.clip.length / secPerBeat;
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}
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public bool SongPosLessThanClipLength(float t)
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{
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if (musicSource.clip != null)
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return t < musicSource.clip.length;
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else
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return false;
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}
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public bool NotStopped()
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{
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return Conductor.instance.isPlaying == true || Conductor.instance.isPaused == true;
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}
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}
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} |