f641ac0cee
* port conductor adjustments * scheduled sounds prebake * allow aiff files to be imported add vbr mp3 warning to readme * improve wording
439 lines
13 KiB
C#
439 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Starpelly;
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using Jukebox;
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using Jukebox.Legacy;
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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
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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 => (float)secPerBeatAsDouble;
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public double secPerBeatAsDouble;
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// The number of seconds for each song beat, inversely scaled to song pitch (higer pitch = shorter time)
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public float pitchedSecPerBeat => (float)pitchedSecPerBeatAsDouble;
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public double pitchedSecPerBeatAsDouble => (secPerBeat / SongPitch);
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// Current song position, in seconds
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private double songPos; // for Conductor use only
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public float songPosition => (float) songPos;
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public double songPositionAsDouble => songPos;
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// Current song position, in beats
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public double songPosBeat; // for Conductor use only
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public float songPositionInBeats => (float) songPosBeat;
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public double songPositionInBeatsAsDouble => songPosBeat;
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// Current time of the song
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private double time;
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double dspTime, lastDspTime;
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double absTime, lastAbsTime;
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// the dspTime we started at
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private double dspStart;
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private float dspStartTime => (float)dspStart;
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public double dspStartTimeAsDouble => dspStart;
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DateTime startTime;
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//the beat we started at
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private double startBeat;
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public double startBeatAsDouble => startBeat;
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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 double 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 double lastReportedBeat = 0f;
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// Metronome tick sound enabled
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public bool metronome = false;
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Util.Sound metronomeSound;
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// pitch values
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private float timelinePitch = 1f;
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private float minigamePitch = 1f;
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public float SongPitch { get => isPaused ? 0f : (timelinePitch * minigamePitch); }
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private float musicScheduledPitch = 1f;
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private double musicScheduledTime = 0;
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public void SetTimelinePitch(float pitch)
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{
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timelinePitch = pitch;
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musicSource.pitch = SongPitch;
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}
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public void SetMinigamePitch(float pitch)
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{
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minigamePitch = pitch;
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musicSource.pitch = SongPitch;
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}
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void Awake()
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{
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instance = this;
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}
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void Start()
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{
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musicSource.priority = 0;
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}
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public void SetBeat(double beat)
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{
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var chart = GameManager.instance.Beatmap;
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double offset = chart.data.offset;
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double startPos = GetSongPosFromBeat(beat);
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double dspTime = AudioSettings.dspTime;
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time = startPos;
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firstBeatOffset = offset;
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SeekMusicToTime(startPos);
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songPosBeat = GetBeatFromSongPos(time);
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GameManager.instance.SetCurrentEventToClosest(beat);
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}
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public void Play(double beat)
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{
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if (isPlaying) return;
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var chart = GameManager.instance.Beatmap;
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double offset = chart.data.offset;
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double dspTime = AudioSettings.dspTime;
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GameManager.instance.SortEventsList();
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double startPos = GetSongPosFromBeat(beat);
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firstBeatOffset = offset;
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time = startPos;
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if (musicSource.clip != null && startPos < musicSource.clip.length - offset)
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{
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SeekMusicToTime(startPos);
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double musicStartDelay = -offset - startPos;
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if (musicStartDelay > 0)
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{
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musicScheduledTime = dspTime + musicStartDelay / SongPitch;
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musicScheduledPitch = SongPitch;
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musicSource.PlayScheduled(musicScheduledTime);
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}
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else
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{
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musicScheduledTime = dspTime;
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musicScheduledPitch = SongPitch;
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musicSource.Play();
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}
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}
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songPosBeat = GetBeatFromSongPos(time);
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startTime = DateTime.Now;
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lastAbsTime = 0;
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lastDspTime = AudioSettings.dspTime;
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dspStart = dspTime;
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startBeat = songPosBeat;
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isPlaying = true;
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isPaused = false;
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}
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public void Pause()
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{
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if (!isPlaying) return;
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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(double time)
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{
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this.time = time;
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songPos = time;
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songPosBeat = 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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void SeekMusicToTime(double startPos)
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{
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double offset = GameManager.instance.Beatmap.data.offset;
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if (musicSource.clip != null && startPos < musicSource.clip.length - offset)
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{
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// https://www.desmos.com/calculator/81ywfok6xk
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double musicStartDelay = -offset - startPos;
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if (musicStartDelay > 0)
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{
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musicSource.timeSamples = 0;
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}
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else
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{
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int freq = musicSource.clip.frequency;
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int samples = (int)(freq * (startPos + offset));
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musicSource.timeSamples = samples;
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}
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}
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}
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double deltaTimeReal { get {
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double ret = absTime - lastAbsTime;
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lastAbsTime = absTime;
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return ret;
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}}
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double deltaTimeDsp { get {
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double ret = dspTime - lastDspTime;
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lastDspTime = dspTime;
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return ret;
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}}
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public void Update()
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{
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if (isPlaying)
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{
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if (AudioSettings.dspTime < musicScheduledTime && musicScheduledPitch != SongPitch)
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{
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if (SongPitch == 0f)
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{
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musicSource.Pause();
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}
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else
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{
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if (musicScheduledPitch == 0f)
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musicSource.UnPause();
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musicScheduledPitch = SongPitch;
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musicScheduledTime = (AudioSettings.dspTime + (-GameManager.instance.Beatmap.data.offset - songPositionAsDouble)/(double)SongPitch);
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musicSource.SetScheduledStartTime(musicScheduledTime);
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}
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}
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absTime = (DateTime.Now - startTime).TotalSeconds;
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dspTime = AudioSettings.dspTime - dspStart;
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double dt = deltaTimeReal;
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//todo: dspTime to sync with audio thread in case of drift
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time += dt * SongPitch;
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songPos = time;
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songPosBeat = GetBeatFromSongPos(songPos);
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}
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}
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public void LateUpdate()
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{
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if (metronome && isPlaying)
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{
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if (ReportBeat(ref lastReportedBeat))
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{
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metronomeSound = Util.SoundByte.PlayOneShot("metronome", lastReportedBeat);
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}
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else if (songPositionInBeats < lastReportedBeat)
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{
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lastReportedBeat = Mathf.Round(songPositionInBeats);
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}
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}
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else
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{
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if (metronomeSound != null)
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{
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metronomeSound.Delete();
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metronomeSound = null;
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}
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}
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}
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public bool ReportBeat(ref double lastReportedBeat, double offset = 0, bool shiftBeatToOffset = true)
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{
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bool result = songPositionInBeats + (shiftBeatToOffset ? offset : 0f) >= (lastReportedBeat) + 1f;
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if (result)
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{
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lastReportedBeat += 1f;
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if (lastReportedBeat < songPositionInBeats)
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{
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lastReportedBeat = Mathf.Round(songPositionInBeats);
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}
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}
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return result;
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}
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public float GetLoopPositionFromBeat(float beatOffset, float length)
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{
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return Mathf.Repeat((songPositionInBeats / length) + beatOffset, 1);
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}
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public float GetPositionFromBeat(double startBeat, double length)
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{
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float a = Mathp.Normalize(songPositionInBeats, (float)startBeat, (float)(startBeat + length));
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return a;
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}
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public float GetBeatFromPosition(float position, float startBeat, float length)
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{
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return Mathp.DeNormalize(position, (float)startBeat, (float)(startBeat + length));
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}
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public float GetPositionFromMargin(float targetBeat, float margin)
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{
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return GetPositionFromBeat(targetBeat - margin, margin);
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}
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public float GetBeatFromPositionAndMargin(float position, float targetBeat, float margin)
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{
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return GetBeatFromPosition(position, targetBeat - margin, margin);
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}
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private List<RiqEntity> GetSortedTempoChanges()
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{
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GameManager.instance.SortEventsList();
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return GameManager.instance.Beatmap.TempoChanges;
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}
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public float GetBpmAtBeat(double beat)
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{
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var chart = GameManager.instance.Beatmap;
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if (chart.TempoChanges.Count == 0)
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return 120f;
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float bpm = chart.TempoChanges[0]["tempo"];
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foreach (RiqEntity t in chart.TempoChanges)
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{
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if (t.beat > beat)
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{
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break;
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}
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bpm = t["tempo"];
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}
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return bpm;
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}
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public double GetSongPosFromBeat(double beat)
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{
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var chart = GameManager.instance.Beatmap;
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float bpm = 120f;
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double counter = 0f;
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double lastTempoChangeBeat = 0f;
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foreach (RiqEntity t in chart.TempoChanges)
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{
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if (t.beat > beat)
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{
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break;
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}
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counter += (t.beat - lastTempoChangeBeat) * 60/bpm;
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bpm = t["tempo"];
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lastTempoChangeBeat = t.beat;
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}
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counter += (beat - lastTempoChangeBeat) * 60/bpm;
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return counter;
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}
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//thank you @wooningcharithri#7419 for the psuedo-code
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public double BeatsToSecs(double beats, float bpm)
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{
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return beats / bpm * 60f;
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}
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public double SecsToBeats(double s, float bpm)
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{
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return s / 60f * bpm;
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}
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public double GetBeatFromSongPos(double seconds)
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{
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double lastTempoChangeBeat = 0f;
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double counterSeconds = 0;
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float lastBpm = 120f;
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foreach (RiqEntity t in GameManager.instance.Beatmap.TempoChanges)
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{
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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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if (nextSecs >= seconds)
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break;
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lastTempoChangeBeat = t.beat;
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lastBpm = t["tempo"];
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counterSeconds = nextSecs;
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}
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return lastTempoChangeBeat + SecsToBeats(seconds - counterSeconds, lastBpm);
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}
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//
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// convert real seconds to beats
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public double GetRestFromRealTime(double seconds)
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{
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return seconds/pitchedSecPerBeat;
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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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secPerBeatAsDouble = 60.0 / songBpm;
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}
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public void SetVolume(float percent)
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{
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musicSource.volume = percent / 100f;
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}
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public float SongLengthInBeats()
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{
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return (float)SongLengthInBeatsAsDouble();
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}
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public double SongLengthInBeatsAsDouble()
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{
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if (!musicSource.clip) return 0;
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return GetBeatFromSongPos(musicSource.clip.length - firstBeatOffset);
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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 - firstBeatOffset;
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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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} |