HeavenStudio/Assets/Scripts/Conductor.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
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using Starpelly;
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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
{
// Song beats per minute
// 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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// 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
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public float songPosition;
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// Current song position, in beats
private float songPosBeat; // for Conductor use only
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public float songPositionInBeats;
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// Current time of the song
private float time;
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// an AudioSource attached to this GameObject that will play the music.
public AudioSource musicSource;
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// The offset to the first beat of the song in seconds
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
public bool isPlaying;
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// Conductor is currently paused, but not fully stopped
public bool isPaused;
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// Last reported beat based on song position
private float lastReportedBeat = 0f;
// Metronome tick sound enabled
public bool metronome = false;
public float timeSinceLastTempoChange = 0;
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private bool beat;
// private AudioDspTimeKeeper timeKeeper;
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void Awake()
{
instance = this;
}
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public void SetBeat(float beat)
{
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float secFromBeat = GetSongPosFromBeat(beat);
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if (musicSource.clip != null)
{
if (secFromBeat < musicSource.clip.length)
musicSource.time = secFromBeat;
else
musicSource.time = 0;
}
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GameManager.instance.SetCurrentEventToClosest(beat);
songPosBeat = beat;
songPositionInBeats = songPosBeat;
}
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public void Play(float beat)
{
bool negativeOffset = firstBeatOffset < 0f;
bool negativeStartTime = false;
// Debug.Log("starting playback @ beat " + beat + ", offset is " + firstBeatOffset);
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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;
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if (SongPosLessThanClipLength(startPos))
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{
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);
}
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}
// GameManager.instance.SetCurrentEventToClosest(songPositionInBeats);
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}
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public void Pause()
{
isPlaying = false;
isPaused = true;
musicSource.Pause();
}
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public void Stop(float time)
{
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this.time = time;
songPosBeat = 0;
songPositionInBeats = 0;
isPlaying = false;
isPaused = false;
musicSource.Stop();
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}
float test;
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public void Update()
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{
secPerBeat = 60f / songBpm;
if (isPlaying)
{
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var dt = Time.unscaledDeltaTime * musicSource.pitch;
time += dt;
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songPos = time;
songPosition = songPos;
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songPosBeat += (dt / secPerBeat);
songPositionInBeats = songPosBeat;
// songPositionInBeats = Time.deltaTime / secPerBeat;
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if (metronome)
{
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if (ReportBeat(ref lastReportedBeat))
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{
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Util.Jukebox.PlayOneShot("metronome");
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}
else if (songPositionInBeats < lastReportedBeat)
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{
lastReportedBeat = Mathf.Round(songPositionInBeats);
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}
}
}
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}
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public bool ReportBeat(ref float lastReportedBeat, float offset = 0, bool shiftBeatToOffset = true)
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{
bool result = songPositionInBeats + (shiftBeatToOffset ? offset : 0f) >= (lastReportedBeat) + 1f;
if (result)
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{
lastReportedBeat += 1f;
if (lastReportedBeat < songPositionInBeats)
{
lastReportedBeat = Mathf.Round(songPositionInBeats);
}
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}
return result;
}
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public float GetLoopPositionFromBeat(float beatOffset, float length)
{
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return Mathf.Repeat((songPositionInBeats / length) + beatOffset, 1);
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}
public float GetPositionFromBeat(float startBeat, float length)
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{
float a = Mathp.Normalize(songPositionInBeats, startBeat, startBeat + length);
return a;
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}
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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);
}
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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)
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{
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;
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}
//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;
}
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public void SetBpm(float bpm)
{
this.songBpm = bpm;
secPerBeat = 60f / songBpm;
}
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public void SetVolume(int percent)
{
musicSource.volume = percent / 100f;
}
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public float SongLengthInBeats()
{
if (!musicSource.clip) return 0;
return GetBeatFromSongPos(musicSource.clip.length);
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}
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public bool SongPosLessThanClipLength(float t)
{
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if (musicSource.clip != null)
return t < musicSource.clip.length;
else
return false;
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}
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public bool NotStopped()
{
return Conductor.instance.isPlaying == true || Conductor.instance.isPaused == true;
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}
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}
}