optimize Conductor more

reduce caching from constantly sorting tempo changes despite game manager doing it for us
moved metronome logic to LateUpdate
This commit is contained in:
minenice55 2022-09-22 21:01:39 -04:00
parent f82ef76de6
commit e47231f247

View file

@ -82,6 +82,7 @@ namespace HeavenStudio
public void Play(float beat)
{
GameManager.instance.SortEventsList();
bool negativeOffset = firstBeatOffset < 0f;
bool negativeStartTime = false;
@ -168,12 +169,10 @@ namespace HeavenStudio
public void Update()
{
secPerBeat = 60f / songBpm;
if (isPlaying)
{
double absTime = Time.realtimeSinceStartupAsDouble;
float dt = (float) (absTime - lastAbsTime) * musicSource.pitch;
double dt = (absTime - lastAbsTime) * musicSource.pitch;
lastAbsTime = absTime;
time += dt;
@ -181,18 +180,20 @@ namespace HeavenStudio
songPos = time;
songPosBeat = GetBeatFromSongPos(songPos - firstBeatOffset);
// songPositionInBeats = Time.deltaTime / secPerBeat;
}
}
if (metronome)
public void LateUpdate()
{
if (metronome)
{
if (ReportBeat(ref lastReportedBeat))
{
if (ReportBeat(ref lastReportedBeat))
{
Util.Jukebox.PlayOneShot("metronome");
}
else if (songPositionInBeats < lastReportedBeat)
{
lastReportedBeat = Mathf.Round(songPositionInBeats);
}
Util.Jukebox.PlayOneShot("metronome");
}
else if (songPositionInBeats < lastReportedBeat)
{
lastReportedBeat = Mathf.Round(songPositionInBeats);
}
}
}
@ -237,20 +238,10 @@ namespace HeavenStudio
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;
}
private List<DynamicBeatmap.TempoChange> GetSortedTempoChanges(DynamicBeatmap chart)
{
//iterate over all tempo changes, adding to counter
List<DynamicBeatmap.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;
GameManager.instance.SortEventsList();
return GameManager.instance.Beatmap.tempoChanges;
}
public double GetSongPosFromBeat(float beat)
@ -258,66 +249,49 @@ namespace HeavenStudio
var chart = GameManager.instance.Beatmap;
SetBpm(chart.bpm);
//initial counter
double 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
var tempoChanges = GetSortedTempoChanges(chart);
foreach (var t in tempoChanges)
foreach (var t in GameManager.instance.Beatmap.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 double BeatsToSecs(double beats, float bpm)
{
// Debug.Log("BeatsToSecs returning " + beats / bpm * 60);
return beats / bpm * 60f;
}
private double SecsToBeats(double s, float bpm)
{
// Debug.Log("SecsToBeats returning " + s / 60f / bpm);
return s / 60f * bpm;
}
public double GetBeatFromSongPos(double seconds)
{
// Debug.Log("Getting beat of seconds " + seconds);
var chart = GameManager.instance.Beatmap;
double lastTempoChangeBeat = 0f;
double counterSeconds = -firstBeatOffset;
float lastBpm = chart.bpm;
float lastBpm = GameManager.instance.Beatmap.bpm;
var tempoChanges = GetSortedTempoChanges(chart);
foreach (var t in tempoChanges)
foreach (var t in GameManager.instance.Beatmap.tempoChanges)
{
double beatToNext = t.beat - lastTempoChangeBeat;
double secToNext = BeatsToSecs(beatToNext, lastBpm);
double nextSecs = counterSeconds + secToNext;
// Debug.Log("nextSecs is " + nextSecs + ", seconds " + seconds);
if (nextSecs >= seconds)
break;
@ -325,9 +299,6 @@ namespace HeavenStudio
lastBpm = t.tempo;
counterSeconds = nextSecs;
}
// Debug.Log("lastTempoChangeBeat is " + lastTempoChangeBeat + ", counterSeconds is " + counterSeconds);
return lastTempoChangeBeat + SecsToBeats(seconds - counterSeconds, lastBpm);
}
//