8ff7539d2b
* Fix Sheets issue 11 * Textboxes: Fix unicode glyphs sometimes not displaying * Fan Club: fix order of operation bug * Conductor: refactor ReportBeat this fixes issues with using crop stomp alongside tempo changes * Built to Scale (Gold): temporarily disable post-processing game renders very incorrectly due to the post processing effects will need someone who knows what they're doing in that field to fix it proper * marked some assets for deletion * I'm dumb and left in debug prints * peabrain moment VERY IMPORTANT FIX * Make this not loop
363 lines
12 KiB
C#
363 lines
12 KiB
C#
using System.Collections;
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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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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;
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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 => (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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// 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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// Current time of the song
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private float time;
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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 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
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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 float lastReportedBeat = 0f;
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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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private bool beat;
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// private AudioDspTimeKeeper timeKeeper;
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void Awake()
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{
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instance = this;
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}
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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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if (musicSource.clip != null)
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{
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if (secFromBeat < musicSource.clip.length)
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musicSource.time = secFromBeat;
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else
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musicSource.time = 0;
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}
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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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{
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bool negativeOffset = firstBeatOffset < 0f;
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bool negativeStartTime = false;
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// Debug.Log("starting playback @ beat " + beat + ", offset is " + firstBeatOffset);
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var startPos = GetSongPosFromBeat(beat);
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if (negativeOffset)
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{
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time = startPos;
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}
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else
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{
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negativeStartTime = startPos - firstBeatOffset < 0f;
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if (negativeStartTime)
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time = startPos - firstBeatOffset;
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else
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time = startPos;
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}
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//TODO: make this take into account past tempo changes
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songPosBeat = GetBeatFromSongPos(time - firstBeatOffset);
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// Debug.Log("corrected starting playback @ beat " + songPosBeat);
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isPlaying = true;
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isPaused = false;
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if (SongPosLessThanClipLength(startPos))
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{
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if (negativeOffset)
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{
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var musicStartTime = startPos + firstBeatOffset;
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if (musicStartTime < 0f)
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{
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musicSource.time = 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.PlayScheduled(AudioSettings.dspTime);
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}
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}
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else
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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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}
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else
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{
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musicSource.time = startPos + firstBeatOffset;
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}
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musicSource.PlayScheduled(AudioSettings.dspTime);
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}
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}
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// GameManager.instance.SetCurrentEventToClosest(songPositionInBeats);
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}
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public void Pause()
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{
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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(float time)
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{
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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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musicSource.Stop();
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}
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float test;
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public void Update()
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{
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secPerBeat = 60f / songBpm;
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if (isPlaying)
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{
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var dt = Time.unscaledDeltaTime * musicSource.pitch;
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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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// songPositionInBeats = Time.deltaTime / secPerBeat;
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if (metronome)
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{
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if (ReportBeat(ref lastReportedBeat))
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{
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Util.Jukebox.PlayOneShot("metronome");
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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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}
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}
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public bool ReportBeat(ref float lastReportedBeat, float 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(float startBeat, float length)
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{
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float a = Mathp.Normalize(songPositionInBeats, startBeat, 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, startBeat, 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<Beatmap.TempoChange> GetSortedTempoChanges(Beatmap chart)
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{
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//iterate over all tempo changes, adding to counter
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List<Beatmap.TempoChange> tempoChanges = chart.tempoChanges;
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tempoChanges.Sort((x, y) => x.beat.CompareTo(y.beat)); //sorts all tempo changes by ascending time (GameManager already does this but juste en cas...)
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return tempoChanges;
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}
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public float GetSongPosFromBeat(float beat)
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{
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Beatmap 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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//time of last tempo change, to know how much to add to counter
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float lastTempoChangeBeat = 0f;
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//iterate over all tempo changes, adding to counter
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List<Beatmap.TempoChange> tempoChanges = GetSortedTempoChanges(chart);
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foreach (var t in tempoChanges)
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{
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if (t.beat > beat)
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{
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// this tempo change is past our requested time, abort
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break;
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}
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// Debug.Log("tempo change at " + t.beat);
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counter += (t.beat - lastTempoChangeBeat) * secPerBeat;
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// Debug.Log("counter is now " + counter);
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// now update to new bpm
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SetBpm(t.tempo);
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lastTempoChangeBeat = t.beat;
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}
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//passed all past tempo changes, now extrapolate from last tempo change until requested position
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counter += (beat - lastTempoChangeBeat) * secPerBeat;
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// Debug.Log("GetSongPosFromBeat returning " + counter);
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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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private float BeatsToSecs(float 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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{
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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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{
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// Debug.Log("Getting beat of seconds " + seconds);
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Beatmap chart = GameManager.instance.Beatmap;
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float lastTempoChangeBeat = 0f;
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float lastBpm = chart.bpm;
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float counterSeconds = -firstBeatOffset;
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List<Beatmap.TempoChange> 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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// Debug.Log("nextSecs is " + nextSecs + ", seconds " + seconds);
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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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// Debug.Log("lastTempoChangeBeat is " + lastTempoChangeBeat + ", counterSeconds is " + counterSeconds);
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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 float GetRestFromRealTime(float 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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secPerBeat = 60f / songBpm;
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}
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public void SetVolume(int 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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if (!musicSource.clip) return 0;
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return GetBeatFromSongPos(musicSource.clip.length);
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}
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public bool SongPosLessThanClipLength(float 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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}
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}
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} |