more liberal use of Double in conductor
beatkeeping is now absolute instead of being additive
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91cda204e4
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@ -1,7 +1,6 @@
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using System.Collections;
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using System;
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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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@ -21,15 +20,15 @@ namespace HeavenStudio
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public float pitchedSecPerBeat => (secPerBeat / musicSource.pitch);
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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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private double songPos; // for Conductor use only
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public float songPosition => (float) songPos;
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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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private double songPosBeat; // for Conductor use only
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public float songPositionInBeats => (float) songPosBeat;
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// Current time of the song
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private float time;
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private double time;
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double lastAbsTime;
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@ -54,7 +53,7 @@ namespace HeavenStudio
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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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public float timeSinceLastTempoChange = Single.MinValue;
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private bool beat;
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@ -67,7 +66,7 @@ namespace HeavenStudio
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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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float secFromBeat = (float) GetSongPosFromBeat(beat);
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if (musicSource.clip != null)
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{
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@ -79,7 +78,6 @@ namespace HeavenStudio
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GameManager.instance.SetCurrentEventToClosest(beat);
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songPosBeat = beat;
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songPositionInBeats = songPosBeat;
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}
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public void Play(float beat)
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@ -119,12 +117,12 @@ namespace HeavenStudio
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if (musicStartTime < 0f)
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{
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musicSource.time = startPos;
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musicSource.time = (float) startPos;
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musicSource.PlayScheduled(AudioSettings.dspTime - firstBeatOffset / musicSource.pitch);
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}
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else
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{
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musicSource.time = musicStartTime;
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musicSource.time = (float) musicStartTime;
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musicSource.PlayScheduled(AudioSettings.dspTime);
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}
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}
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@ -132,11 +130,11 @@ namespace HeavenStudio
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{
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if (negativeStartTime)
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{
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musicSource.time = startPos;
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musicSource.time = (float) startPos;
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}
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else
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{
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musicSource.time = startPos + firstBeatOffset;
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musicSource.time = (float) startPos + firstBeatOffset;
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}
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musicSource.PlayScheduled(AudioSettings.dspTime);
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@ -160,7 +158,6 @@ namespace HeavenStudio
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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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@ -182,10 +179,8 @@ namespace HeavenStudio
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time += dt;
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songPos = time;
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songPosition = songPos;
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songPosBeat += (dt / secPerBeat);
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songPositionInBeats = songPosBeat;
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songPosBeat = GetBeatFromSongPos(songPos - firstBeatOffset);
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// songPositionInBeats = Time.deltaTime / secPerBeat;
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if (metronome)
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@ -258,13 +253,13 @@ namespace HeavenStudio
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return tempoChanges;
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}
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public float GetSongPosFromBeat(float beat)
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public double GetSongPosFromBeat(float beat)
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{
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var chart = GameManager.instance.Beatmap;
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SetBpm(chart.bpm);
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//initial counter
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float counter = 0f;
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double counter = 0f;
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//time of last tempo change, to know how much to add to counter
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float lastTempoChangeBeat = 0f;
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@ -296,31 +291,31 @@ namespace HeavenStudio
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}
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//thank you @wooningcharithri#7419 for the psuedo-code
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private float BeatsToSecs(float beats, float bpm)
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private double BeatsToSecs(double beats, float bpm)
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{
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// Debug.Log("BeatsToSecs returning " + beats / bpm * 60);
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return beats / bpm * 60f;
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}
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private float SecsToBeats(float s, float bpm)
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private double SecsToBeats(double s, float bpm)
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{
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// Debug.Log("SecsToBeats returning " + s / 60f / bpm);
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return s / 60f * bpm;
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}
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public float GetBeatFromSongPos(float seconds)
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public double GetBeatFromSongPos(double seconds)
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{
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// Debug.Log("Getting beat of seconds " + seconds);
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var chart = GameManager.instance.Beatmap;
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float lastTempoChangeBeat = 0f;
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double lastTempoChangeBeat = 0f;
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double counterSeconds = -firstBeatOffset;
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float lastBpm = chart.bpm;
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float counterSeconds = -firstBeatOffset;
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var tempoChanges = GetSortedTempoChanges(chart);
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foreach (var t in tempoChanges)
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{
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float beatToNext = t.beat - lastTempoChangeBeat;
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float secToNext = BeatsToSecs(beatToNext, lastBpm);
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float nextSecs = counterSeconds + secToNext;
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double beatToNext = t.beat - lastTempoChangeBeat;
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double secToNext = BeatsToSecs(beatToNext, lastBpm);
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double nextSecs = counterSeconds + secToNext;
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// Debug.Log("nextSecs is " + nextSecs + ", seconds " + seconds);
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if (nextSecs >= seconds)
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@ -357,7 +352,7 @@ namespace HeavenStudio
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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 GetBeatFromSongPos(musicSource.clip.length);
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return (float) GetBeatFromSongPos(musicSource.clip.length);
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}
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public bool SongPosLessThanClipLength(float t)
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@ -368,6 +363,14 @@ namespace HeavenStudio
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return false;
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}
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public bool SongPosLessThanClipLength(double 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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@ -238,7 +238,6 @@ namespace HeavenStudio
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if (Conductor.instance.songPositionInBeats >= tempoChanges[currentTempoEvent])
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{
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Conductor.instance.SetBpm(Beatmap.tempoChanges[currentTempoEvent].tempo);
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Conductor.instance.timeSinceLastTempoChange = Time.time;
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currentTempoEvent++;
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}
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}
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@ -332,7 +332,7 @@ namespace HeavenStudio.Editor.Track
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if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
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{
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SongBeat.text = $"Beat {string.Format("{0:0.000}", TimelineSlider.localPosition.x)}";
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SongPos.text = FormatTime(Conductor.instance.GetSongPosFromBeat(TimelineSlider.localPosition.x));
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SongPos.text = FormatTime((float) Conductor.instance.GetSongPosFromBeat(TimelineSlider.localPosition.x));
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}
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else
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{
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