HeavenStudio/Assets/Scripts/Conductor.cs
2022-01-05 19:11:33 -05:00

129 lines
3.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
using Starpelly;
namespace RhythmHeavenMania
{
// [RequireComponent(typeof(AudioSource))]
public class Conductor : MonoBehaviour
{
//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;
//Current song position, in seconds
public float songPosition;
//Current song position, in beats
public float songPositionInBeats;
//How many seconds have passed since the song started
public float dspSongTime;
//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 float firstBeatOffset;
//the number of beats in each loop
public float beatsPerLoop;
//the total number of loops completed since the looping clip first started
public int completedLoops = 0;
//The current position of the song within the loop in beats.
public float loopPositionInBeats;
//The current relative position of the song within the loop measured between 0 and 1.
public float loopPositionInAnalog;
//Conductor instance
public static Conductor instance;
private AudioDspTimeKeeper timeKeeper;
void Awake()
{
instance = this;
}
void Start()
{
//Load the AudioSource attached to the Conductor GameObject
musicSource = GetComponent<AudioSource>();
timeKeeper = GetComponent<AudioDspTimeKeeper>();
//Calculate the number of seconds in each beat
secPerBeat = 60f / songBpm;
//Record the time when the music starts
// dspSongTime = (float)musicSource.time;
//Start the music
// musicSource.Play();
}
public void Play(float startBeat)
{
timeKeeper.Play();
SetTime(startBeat);
}
public void SetTime(float startBeat)
{
musicSource.time = GetSongPosFromBeat(startBeat);
songPositionInBeats = musicSource.time / secPerBeat;
GameManager.instance.SetCurrentEventToClosest(songPositionInBeats);
}
public void Update()
{
if (!musicSource.isPlaying) return;
//determine how many seconds since the song started
// songPosition = (float)(timeKeeper.dspTime - dspSongTime - firstBeatOffset);
songPosition = (float)timeKeeper.GetCurrentTimeInSong();
//determine how many beats since the song started
songPositionInBeats = songPosition / secPerBeat;
//calculate the loop position
if (songPositionInBeats >= (completedLoops + 1) * beatsPerLoop)
completedLoops++;
loopPositionInBeats = songPositionInBeats - completedLoops * beatsPerLoop;
loopPositionInAnalog = loopPositionInBeats / beatsPerLoop;
}
public float GetLoopPositionFromBeat(float startBeat, float length)
{
float a = Mathp.Normalize(songPositionInBeats, startBeat, startBeat + length);
return a;
}
private float GetSongPosFromBeat(float beat)
{
return secPerBeat * beat;
}
public void SetBpm(float bpm)
{
this.songBpm = bpm;
secPerBeat = 60f / songBpm;
}
public float SongLengthInBeats()
{
return musicSource.clip.length / secPerBeat;
}
}
}