HeavenStudio/Assets/Scripts/Conductor.cs
Rapandrasmus 98835c3936
Title Screen (#454)
* Barebones title screen prefab added

* logo and stuff

* cool

* Added sfx to title screen

* The logo now bops to the beat

* epic reveal

* Fixed something

* put some of the stuff into the main menu

* other logo bop

* Implemented logobop2 and starbop

* added scrolling bg, tweaked positioning and wip splash text for play button

* more menu

* ooops

* Expand implemented

* cool

* Made stars spawn in in the opening

* make UI elements look nicer on different aspect ratios

* add sound while hovering over logo

* add settings menu to title screen

make the title screen properly play after the opening

* swap out title screen hover sound

remove the old config path warning

* every button works, some play mode fixes

* fix issues with beataction/multisound and pausing

* fix dropdown menus not working in certain screens

* fix particles rotating when camera controls are used

* touch style pause menu items only trigger if cursor is over an item

* various changes

make playback (unpausing) more reliable
only apply changes to advanced audio settings on launch
fix title screen visuals
add opening music
continue past opening by pressing a key
update credits

* almost forgot this

* lol

* initial flow mems

* user-taggable fonts in textboxes

* alt materials for kurokane

* assets prep

* plan out judgement screen layout

change sound encodings

* start sequencing judgement

* judgement screen sequence

* full game loop

* fix major issue with pooled sound objects

rebalance ranking audio
fix issues with some effects in play mode

* new graphics

* particles

* make certain uses of the beat never go below 0

fix loop of superb music

* make markers non clamped

lockstep frees rendertextures when unloading

* lockstep creates its own rendertextures

swapped button order on title screen
added null checks to animation helpers
disabled controller auto-search for now

* enable particles on OK rank

* play mode info panel

* let play mode handle its own fade out

* fix that alignment bug in controller settings

* more safety here

* Update PauseMenu.cs

* settable (one-liner) rating screen text

* address minigame loading crashes

* don't do this twice

* wav converter for mp3

* Update Minigames.cs

* don't double-embed the converted audio

* studio dance bugfixing spree

* import redone sprites for studio dance

* update jukebox

prep epilogue screen

* epilogue screen

* studio dance inkling shuffle test

* new studio dance choreo system

* markers upgrade

* fix deleting volume changes and markers

prep category markers

* Update Editor.unity

* new rating / epilogue settings look

* update to use new tooltip system

mark certain editor components as blocking

* finish category system

* dedicated tempo / volume marker dialogs

* swing prep

* open properties dialog if mapper hasn't opened it prior for this chart

fix memory copy bug when making new chart

* fix ctrl + s

* return to title screen button

* make graphy work everywhere

studio dance selector
membillion mems

* make sure riq cache is clear when loading chart

* lol

* fix the stupid

* bring back tempo and volume change scrolling

* new look for panels

* adjust alignment

* round tooltip

* alignment of chart property prefab

* change scale factor of mem

* adjust open captions material

no dotted BG in results commentary (only epilogue)
bugfix for tempo / volume scroll

* format line 2 of judgement a bit better

update font

* oops

* adjust look of judgement score bar

* new rating bar

* judgement size adjustment

* fix timing window scaling with song pitch

* proper clamping in dialogs

better sync conductor to dsptime (experiment)

* disable timeline pitch change when song is paused

enable perfect challenge if no marker is set to do so

* new app icon

* timing window values are actually double now

* improve deferred timekeep even more

* re-generate font atlases

new app icon in credits

* default epilogue images

* more timing window adjustment

* fix timing display when pitched

* use proper terminology here

* new logo on titlescreen

* remove wip from play

update credits

* adjust spacing of play mode panel

* redo button spacing

* can pass title screen with any controller

fix issues with controller auto-search

* button scale fixes

* controller title screen nav

* remove song genre from properties editor

* disable circle cursor when not using touch style

* proper selection graphic

remove refs
re-add heart to the opening

* controller support in opening

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00

654 lines
21 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Starpelly;
using Jukebox;
using HeavenStudio.Util;
using System.Data.Common;
namespace HeavenStudio
{
// [RequireComponent(typeof(AudioSource))]
public class Conductor : MonoBehaviour
{
public struct AddedPitchChange
{
public double time;
public float pitch;
}
public List<AddedPitchChange> addedPitchChanges = new List<AddedPitchChange>();
// 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 => (float)secPerBeatAsDouble;
public double secPerBeatAsDouble;
// The number of seconds for each song beat, inversely scaled to song pitch (higer pitch = shorter time)
public float pitchedSecPerBeat => (float)pitchedSecPerBeatAsDouble;
public double pitchedSecPerBeatAsDouble => (secPerBeat / SongPitch);
// Current song position, in seconds
private double songPos; // for Conductor use only
public float songPosition => (float)songPos;
public double songPositionAsDouble => songPos;
// Current song position, in beats
public double songPosBeat; // for Conductor use only
public float songPositionInBeats => (float)songPosBeat;
public double songPositionInBeatsAsDouble => songPosBeat;
// Current time of the song
private double time;
double dspTime;
double absTime, absTimeAdjust;
double dspSizeSeconds;
double dspMargin = 128 / 44100.0;
bool deferTimeKeeping = false;
// the dspTime we started at
private double dspStart;
private float dspStartTime => (float)dspStart;
public double dspStartTimeAsDouble => dspStart;
DateTime startTime;
//the beat we started at
private double startPos;
private double startBeat;
public double startBeatAsDouble => startBeat;
// 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 double firstBeatOffset;
// Conductor instance
public static Conductor instance;
// Conductor is currently playing song
public bool isPlaying;
// Conductor is currently paused, but not fully stopped
public bool isPaused;
// Metronome tick sound enabled
public bool metronome = false;
Util.Sound metronomeSound;
private int _metronomeTally = 0;
// pitch values
private float timelinePitch = 1f;
private float minigamePitch = 1f;
public float SongPitch { get => isPaused ? 0f : (timelinePitch * minigamePitch); }
public float TimelinePitch { get => timelinePitch; }
private float musicScheduledPitch = 1f;
private double musicScheduledTime = 0;
// volume modifier
private float timelineVolume = 1f;
private float minigameVolume = 1f;
public void SetTimelinePitch(float pitch)
{
if (isPaused) return;
if (pitch != 0 && pitch * minigamePitch != SongPitch)
{
Debug.Log("added pitch change " + pitch * minigamePitch + " at" + absTime);
addedPitchChanges.Add(new AddedPitchChange { time = absTime, pitch = pitch * minigamePitch });
}
timelinePitch = pitch;
musicSource.pitch = SongPitch;
}
public void SetMinigamePitch(float pitch)
{
if (pitch != 0 && pitch * timelinePitch != SongPitch)
{
Debug.Log("added pitch change " + pitch * timelinePitch + " at" + absTime);
addedPitchChanges.Add(new AddedPitchChange { time = absTime, pitch = pitch * timelinePitch });
}
minigamePitch = pitch;
musicSource.pitch = SongPitch;
}
public void SetMinigamePitch(float pitch, double beat)
{
BeatAction.New(this,
new List<BeatAction.Action> {
new BeatAction.Action(beat, delegate {
SetMinigamePitch(pitch);
}),
}
);
}
void Awake()
{
instance = this;
}
void Start()
{
musicSource.priority = 0;
AudioConfiguration config = AudioSettings.GetConfiguration();
dspSizeSeconds = config.dspBufferSize / (double)config.sampleRate;
dspMargin = 2 * dspSizeSeconds;
addedPitchChanges.Clear();
}
public void SetBeat(double beat)
{
var chart = GameManager.instance.Beatmap;
double offset = chart.data.offset;
startPos = GetSongPosFromBeat(beat);
double dspTime = AudioSettings.dspTime;
time = startPos;
firstBeatOffset = offset;
SeekMusicToTime(startPos, offset);
songPosBeat = GetBeatFromSongPos(time);
GameManager.instance.SetCurrentEventToClosest(beat);
}
public void Play(double beat)
{
if (isPlaying) return;
if (isPaused)
{
Util.SoundByte.UnpauseOneShots();
}
else
{
AudioConfiguration config = AudioSettings.GetConfiguration();
dspSizeSeconds = config.dspBufferSize / (double)config.sampleRate;
Debug.Log($"dsp size: {dspSizeSeconds}");
dspMargin = 2 * dspSizeSeconds;
addedPitchChanges.Clear();
addedPitchChanges.Add(new AddedPitchChange { time = 0, pitch = SongPitch });
SetMinigameVolume(1f);
}
RiqBeatmap chart = GameManager.instance.Beatmap;
double offset = chart.data.offset;
double dspTime = AudioSettings.dspTime;
startPos = GetSongPosFromBeat(beat);
firstBeatOffset = offset;
time = startPos;
if (musicSource.clip != null && startPos < musicSource.clip.length - offset)
{
SeekMusicToTime(startPos, offset);
double musicStartDelay = -offset - startPos;
if (musicStartDelay > 0)
{
musicScheduledTime = dspTime + (musicStartDelay / SongPitch) + 2*dspSizeSeconds;
dspStart = dspTime + 2*dspSizeSeconds;
}
else
{
musicScheduledTime = dspTime + 2*dspSizeSeconds;
dspStart = dspTime + 2*dspSizeSeconds;
}
musicScheduledPitch = SongPitch;
musicSource.PlayScheduled(musicScheduledTime);
Debug.Log($"playback scheduled for dsptime {dspStart}");
}
if (musicSource.clip == null)
{
dspStart = dspTime;
}
songPosBeat = beat;
startBeat = songPosBeat;
_metronomeTally = 0;
startTime = DateTime.Now;
absTimeAdjust = 0;
deferTimeKeeping = (musicSource.clip != null);
isPlaying = true;
isPaused = false;
}
void OnAudioFilterRead(float[] data, int channels)
{
if (!deferTimeKeeping) return;
// don't actually do anything with the data
// wait until we get a dsp update before starting to keep time
double dsp = AudioSettings.dspTime;
if (dsp >= dspStart - dspSizeSeconds)
{
deferTimeKeeping = false;
Debug.Log($"dsptime: {dsp}, deferred timekeeping for {DateTime.Now - startTime} seconds (delta dsp {dsp - dspStart})");
startTime += TimeSpan.FromSeconds(dsp - dspStart);
absTimeAdjust = 0;
dspStart = dsp;
}
}
public void Pause()
{
if (!isPlaying) return;
isPlaying = false;
isPaused = true;
deferTimeKeeping = false;
musicSource.Stop();
Util.SoundByte.PauseOneShots();
}
public void Stop(double beat)
{
if (absTimeAdjust != 0)
{
Debug.Log($"Last playthrough had a dsp (audio) drift of {absTimeAdjust}.\nConsider increasing audio buffer size if audio distortion was present.");
}
songPosBeat = beat;
time = GetSongPosFromBeat(beat);
songPos = time;
absTimeAdjust = 0;
isPlaying = false;
isPaused = false;
deferTimeKeeping = false;
musicSource.Stop();
}
/// <summary>
/// stops playback of the audio without stopping beatkeeping
/// </summary>
public void StopOnlyAudio()
{
musicSource.Stop();
}
/// <summary>
/// fades out the audio over a duration
/// </summary>
/// <param name="duration">duration of the fade</param>
public void FadeOutAudio(float duration)
{
StartCoroutine(FadeOutAudioCoroutine(duration));
}
IEnumerator FadeOutAudioCoroutine(float duration)
{
float startVolume = musicSource.volume;
float endVolume = 0f;
float startTime = Time.time;
float endTime = startTime + duration;
while (Time.time < endTime)
{
float t = (Time.time - startTime) / duration;
musicSource.volume = Mathf.Lerp(startVolume, endVolume, t);
yield return null;
}
musicSource.volume = endVolume;
StopOnlyAudio();
}
Coroutine fadeOutAudioCoroutine;
public void FadeMinigameVolume(double startBeat, double durationBeats = 1f, float targetVolume = 0f)
{
if (fadeOutAudioCoroutine != null)
{
StopCoroutine(fadeOutAudioCoroutine);
}
fadeOutAudioCoroutine = StartCoroutine(FadeMinigameVolumeCoroutine(startBeat, durationBeats, targetVolume));
}
IEnumerator FadeMinigameVolumeCoroutine(double startBeat, double durationBeats, float targetVolume)
{
float startVolume = minigameVolume;
float endVolume = targetVolume;
double startTime = startBeat;
double endTime = startBeat + durationBeats;
while (songPositionInBeatsAsDouble < endTime)
{
if (!NotStopped()) yield break;
double t = (songPositionInBeatsAsDouble - startTime) / durationBeats;
SetMinigameVolume(Mathf.Lerp(startVolume, endVolume, (float)t));
yield return null;
}
SetMinigameVolume(endVolume);
}
public void SetTimelineVolume(float volume)
{
timelineVolume = volume;
musicSource.volume = timelineVolume * minigameVolume;
}
public void SetMinigameVolume(float volume)
{
minigameVolume = volume;
musicSource.volume = timelineVolume * minigameVolume;
}
void SeekMusicToTime(double fStartPos, double offset)
{
if (musicSource.clip != null && fStartPos < musicSource.clip.length - offset)
{
// https://www.desmos.com/calculator/81ywfok6xk
double musicStartDelay = -offset - fStartPos;
if (musicStartDelay > 0)
{
musicSource.timeSamples = 0;
}
else
{
int freq = musicSource.clip.frequency;
int samples = (int)(freq * (fStartPos + offset));
musicSource.timeSamples = samples;
}
}
}
public void Update()
{
if (isPlaying)
{
double dsp = AudioSettings.dspTime;
if (dsp < musicScheduledTime && musicScheduledPitch != SongPitch)
{
if (SongPitch == 0f)
{
musicSource.Pause();
}
else
{
if (musicScheduledPitch == 0f)
musicSource.UnPause();
musicScheduledPitch = SongPitch;
musicScheduledTime = (dsp + (-GameManager.instance.Beatmap.data.offset - songPositionAsDouble) / (double)SongPitch);
musicSource.SetScheduledStartTime(musicScheduledTime);
}
}
if (!deferTimeKeeping)
{
absTime = (DateTime.Now - startTime).TotalSeconds;
//dspTime to sync with audio thread in case of drift
dspTime = dsp - dspStart;
if (Math.Abs(absTime + absTimeAdjust - dspTime) > dspMargin)
{
int i = 0;
while (Math.Abs(absTime + absTimeAdjust - dspTime) > dspMargin)
{
i++;
absTimeAdjust = (dspTime - absTime + absTimeAdjust) * 0.5;
if (i > 8) break;
}
}
time = MapTimeToPitchChanges(absTime + absTimeAdjust);
songPos = startPos + time;
songPosBeat = GetBeatFromSongPos(songPos);
}
}
}
double MapTimeToPitchChanges(double time)
{
double counter = 0;
double lastChangeTime = 0;
float pitch = addedPitchChanges[0].pitch;
foreach (var pch in addedPitchChanges)
{
double changeTime = pch.time;
if (changeTime > time)
{
break;
}
counter += (changeTime - lastChangeTime) * pitch;
lastChangeTime = changeTime;
pitch = pch.pitch;
}
counter += (time - lastChangeTime) * pitch;
return counter;
}
public void LateUpdate()
{
if (isPlaying)
{
if (songPositionInBeatsAsDouble >= Math.Ceiling(startBeat) + _metronomeTally)
{
if (metronome) metronomeSound = Util.SoundByte.PlayOneShot("metronome", Math.Ceiling(startBeat) + _metronomeTally);
_metronomeTally++;
}
}
else
{
if (metronomeSound != null)
{
metronomeSound.Stop();
metronomeSound = null;
}
}
}
[Obsolete("Conductor.ReportBeat is deprecated. Please use the OnBeatPulse callback instead.")]
public bool ReportBeat(ref double lastReportedBeat, double offset = 0, bool shiftBeatToOffset = true)
{
bool result = songPositionInBeats + (shiftBeatToOffset ? offset : 0f) >= (lastReportedBeat) + 1f;
if (result)
{
lastReportedBeat += 1f;
if (lastReportedBeat < songPositionInBeats)
{
lastReportedBeat = Mathf.Round(songPositionInBeats);
}
}
return result;
}
public float GetLoopPositionFromBeat(float beatOffset, float length, bool beatClamp = true)
{
float beat = songPositionInBeats;
if (beatClamp)
{
beat = Mathf.Max(beat, 0);
}
return Mathf.Repeat((beat / length) + beatOffset, 1);
}
public float GetPositionFromBeat(double startBeat, double length, bool beatClamp = true)
{
float beat = songPositionInBeats;
if (beatClamp)
{
beat = Mathf.Max(beat, 0);
}
float a = Mathp.Normalize(beat, (float)startBeat, (float)(startBeat + length));
return a;
}
private List<RiqEntity> GetSortedTempoChanges()
{
GameManager.instance.SortEventsList();
return GameManager.instance.Beatmap.TempoChanges;
}
public float GetBpmAtBeat(double beat, out float swingRatio)
{
swingRatio = 0.5f;
var chart = GameManager.instance.Beatmap;
if (chart.TempoChanges.Count == 0)
return 120f;
float bpm = chart.TempoChanges[0]["tempo"];
swingRatio = chart.TempoChanges[0]["swing"] + 0.5f;
foreach (RiqEntity t in chart.TempoChanges)
{
if (t.beat > beat)
{
break;
}
bpm = t["tempo"];
swingRatio = t["swing"] + 0.5f;
}
return bpm;
}
public float GetBpmAtBeat(double beat)
{
return GetBpmAtBeat(beat, out _);
}
public float GetSwingRatioAtBeat(double beat)
{
float swingRatio;
GetBpmAtBeat(beat, out swingRatio);
return swingRatio;
}
public double GetSwungBeat(double beat, float ratio)
{
return beat + GetSwingOffset(beat, ratio);
}
public double GetSwingOffset(double beatFrac, float ratio)
{
beatFrac %= 1;
if (beatFrac <= 0.5)
{
return 0.5 / ratio * beatFrac;
}
else
{
return 0.5 + (0.5 / (1f - ratio) * (beatFrac - ratio));
}
}
public double GetSongPosFromBeat(double beat)
{
var chart = GameManager.instance.Beatmap;
float bpm = 120f;
double counter = 0f;
double lastTempoChangeBeat = 0f;
foreach (RiqEntity t in chart.TempoChanges)
{
if (t.beat > beat)
{
break;
}
counter += (t.beat - lastTempoChangeBeat) * 60 / bpm;
bpm = t["tempo"];
lastTempoChangeBeat = t.beat;
}
counter += (beat - lastTempoChangeBeat) * 60 / bpm;
return counter;
}
//thank you @wooningcharithri#7419 for the psuedo-code
public double BeatsToSecs(double beats, float bpm)
{
return beats / bpm * 60f;
}
public double SecsToBeats(double s, float bpm)
{
return s / 60f * bpm;
}
public double GetBeatFromSongPos(double seconds)
{
double lastTempoChangeBeat = 0f;
double counterSeconds = 0;
float lastBpm = 120f;
foreach (RiqEntity t in GameManager.instance.Beatmap.TempoChanges)
{
double beatToNext = t.beat - lastTempoChangeBeat;
double secToNext = BeatsToSecs(beatToNext, lastBpm);
double nextSecs = counterSeconds + secToNext;
if (nextSecs >= seconds)
break;
lastTempoChangeBeat = t.beat;
lastBpm = t["tempo"];
counterSeconds = nextSecs;
}
return lastTempoChangeBeat + SecsToBeats(seconds - counterSeconds, lastBpm);
}
//
// convert real seconds to beats
public double GetRestFromRealTime(double seconds)
{
return seconds / pitchedSecPerBeat;
}
public void SetBpm(float bpm)
{
this.songBpm = bpm;
secPerBeatAsDouble = 60.0 / songBpm;
}
public void SetVolume(float percent)
{
SetTimelineVolume(percent / 100f);
}
public float SongLengthInBeats()
{
return (float)SongLengthInBeatsAsDouble();
}
public double SongLengthInBeatsAsDouble()
{
if (!musicSource.clip) return 0;
return GetBeatFromSongPos(musicSource.clip.length - firstBeatOffset);
}
public bool SongPosLessThanClipLength(double t)
{
if (musicSource.clip != null)
return t < musicSource.clip.length - firstBeatOffset;
else
return false;
}
public bool NotStopped()
{
return Conductor.instance.isPlaying == true || Conductor.instance.isPaused == true;
}
}
}