Sync playback to the actual beat count rather than relying on BPM
This commit is contained in:
parent
caa4b9ccbd
commit
a69e46c6a3
|
@ -29,42 +29,42 @@ namespace MuzikaGromche
|
|||
Name = "MuzikaGromche",
|
||||
Language = Language.RUSSIAN,
|
||||
WindUpTimer = 46.3f,
|
||||
Bpm = 130f,
|
||||
Bars = 8,
|
||||
},
|
||||
new Track
|
||||
{
|
||||
Name = "VseVZale",
|
||||
Language = Language.RUSSIAN,
|
||||
WindUpTimer = 39f,
|
||||
Bpm = 138f,
|
||||
Bars = 8
|
||||
},
|
||||
new Track
|
||||
{
|
||||
Name = "DeployDestroy",
|
||||
Language = Language.RUSSIAN,
|
||||
WindUpTimer = 40.7f,
|
||||
Bpm = 130f,
|
||||
Bars = 8,
|
||||
},
|
||||
new Track
|
||||
{
|
||||
Name = "MoyaZhittya",
|
||||
Language = Language.ENGLISH,
|
||||
WindUpTimer = 34.5f,
|
||||
Bpm = 120f,
|
||||
Bars = 8,
|
||||
},
|
||||
new Track
|
||||
{
|
||||
Name = "Gorgorod",
|
||||
Language = Language.RUSSIAN,
|
||||
WindUpTimer = 43.2f,
|
||||
Bpm = 180f,
|
||||
Bars = 6,
|
||||
},
|
||||
new Track
|
||||
{
|
||||
Name = "Durochka",
|
||||
Language = Language.RUSSIAN,
|
||||
WindUpTimer = 37f,
|
||||
Bpm = 130f,
|
||||
Bars = 10,
|
||||
}
|
||||
];
|
||||
|
||||
|
@ -88,24 +88,8 @@ namespace MuzikaGromche
|
|||
return Tracks[trackId];
|
||||
}
|
||||
|
||||
public static Coroutine JesterLightSwitching;
|
||||
public static Track CurrentTrack;
|
||||
|
||||
public static void StartLightSwitching(MonoBehaviour __instance)
|
||||
{
|
||||
StopLightSwitching(__instance);
|
||||
JesterLightSwitching = __instance.StartCoroutine(RotateColors());
|
||||
}
|
||||
|
||||
public static void StopLightSwitching(MonoBehaviour __instance)
|
||||
{
|
||||
if (JesterLightSwitching != null)
|
||||
{
|
||||
__instance.StopCoroutine(JesterLightSwitching);
|
||||
JesterLightSwitching = null;
|
||||
}
|
||||
}
|
||||
|
||||
public static void SetLightColor(Color color)
|
||||
{
|
||||
foreach (var light in RoundManager.Instance.allPoweredLights)
|
||||
|
@ -119,30 +103,6 @@ namespace MuzikaGromche
|
|||
SetLightColor(Color.white);
|
||||
}
|
||||
|
||||
// TODO: Move to Track class to make them customizable per-song
|
||||
static List<Color> colors = [Color.magenta, Color.cyan, Color.green, Color.yellow];
|
||||
|
||||
public static IEnumerator RotateColors()
|
||||
{
|
||||
Debug.Log("Starting color rotation");
|
||||
var i = 0;
|
||||
while (true)
|
||||
{
|
||||
var color = colors[i];
|
||||
Debug.Log("Chose color " + color);
|
||||
SetLightColor(color);
|
||||
i = (i + 1) % colors.Count;
|
||||
if (CurrentTrack != null)
|
||||
{
|
||||
yield return new WaitForSeconds(60f / CurrentTrack.Bpm);
|
||||
}
|
||||
else
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
string text = Info.Location.TrimEnd((PluginInfo.PLUGIN_NAME + ".dll").ToCharArray());
|
||||
|
@ -192,9 +152,20 @@ namespace MuzikaGromche
|
|||
// from the looped part. This also means that the light show starts before
|
||||
// the looped track does, so we need to sync them up as soon as we enter the Loop.
|
||||
public float WindUpTimer;
|
||||
// BPM for light switching in sync with the music. There is no offset,
|
||||
// so the Loop track should start precisely on a beat.
|
||||
public float Bpm;
|
||||
|
||||
// Estimated number of beats per minute. Not used for light show, but might come in handy.
|
||||
public float Bpm => 60f / (LoadedLoop.length / Beats);
|
||||
|
||||
// How many beats the loop segment has. The default strategy is to switch color of lights on each beat.
|
||||
// This should be an integer, but it is stored as float for convenience of calculations.
|
||||
public float Beats;
|
||||
|
||||
// Shorthand for four beats
|
||||
public float Bars
|
||||
{
|
||||
get => Beats / 4f;
|
||||
set => Beats = value * 4f;
|
||||
}
|
||||
|
||||
// MPEG is basically mp3, and it can produce gaps at the start.
|
||||
// WAV is OK, but takes a lot of space. Try OGGVORBIS instead.
|
||||
|
@ -203,6 +174,9 @@ namespace MuzikaGromche
|
|||
public AudioClip LoadedStart;
|
||||
public AudioClip LoadedLoop;
|
||||
|
||||
// This does not account for the timestamp when Jester has actually popped
|
||||
public float FixedLoopDelay => LoadedStart.length - WindUpTimer;
|
||||
|
||||
// How often this track should be chosen, relative to the sum of weights of all tracks.
|
||||
public SyncedEntry<int> Weight;
|
||||
|
||||
|
@ -215,6 +189,41 @@ namespace MuzikaGromche
|
|||
AudioType.OGGVORBIS => "ogg",
|
||||
_ => "",
|
||||
};
|
||||
|
||||
public float CalculateBeat(AudioSource start, AudioSource loop)
|
||||
{
|
||||
// If popped, calculate which beat the music is currently at.
|
||||
// In order to do that we should choose one of two strategies:
|
||||
//
|
||||
// 1. If Start source is still playing, use its position since WindUpTimer
|
||||
// 2. Otherwise use Loop source, adding the delay after WindUpTimer,
|
||||
// which is the remaining of the Start, i.e. (LoadedStart.length - WindUpTimer).
|
||||
//
|
||||
// NOTE: PlayDelayed also counts as isPlaying, so loop.isPlaying is always true.
|
||||
|
||||
var elapsed = start.isPlaying
|
||||
// [1] Start source is still playing
|
||||
? start.time - WindUpTimer
|
||||
// [2] Start source has finished
|
||||
: loop.time + FixedLoopDelay;
|
||||
|
||||
var normilized = elapsed / LoadedLoop.length % 1f;
|
||||
|
||||
var beat = normilized * Beats;
|
||||
#if DEBUG
|
||||
Debug.LogFormat("MuzikaGromche beat {0,10:N4} {1,10:N4} {2,10:N4}", Time.realtimeSinceStartup, normilized, beat);
|
||||
#endif
|
||||
return beat;
|
||||
}
|
||||
|
||||
static readonly List<Color> Colors = [Color.magenta, Color.cyan, Color.green, Color.yellow];
|
||||
|
||||
public Color ColorForBeat(float beat)
|
||||
{
|
||||
int beatIndex = (int)(Math.Floor(beat) % Beats);
|
||||
|
||||
return Colors[beatIndex % Colors.Count];
|
||||
}
|
||||
}
|
||||
|
||||
public readonly struct RandomWeightedIndex
|
||||
|
@ -370,6 +379,10 @@ namespace MuzikaGromche
|
|||
|
||||
public static CanModifyResult CanModifyWeightsNow()
|
||||
{
|
||||
#if DEBUG
|
||||
// In debug mode let us modify weights any time without restarting the level
|
||||
return CanModifyResult.True();
|
||||
#else
|
||||
var startOfRound = StartOfRound.Instance;
|
||||
if (!startOfRound)
|
||||
{
|
||||
|
@ -384,6 +397,7 @@ namespace MuzikaGromche
|
|||
return CanModifyResult.False("Only while orbiting");
|
||||
}
|
||||
return CanModifyResult.True();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -435,7 +449,7 @@ namespace MuzikaGromche
|
|||
|
||||
// ...and start modded music
|
||||
Plugin.CurrentTrack = Plugin.ChooseTrack();
|
||||
// Set up custom
|
||||
// Set up custom popup timer, which is shorter than Start audio
|
||||
__instance.popUpTimer = Plugin.CurrentTrack.WindUpTimer;
|
||||
|
||||
// Override popGoesTheWeaselTheme with Start audio
|
||||
|
@ -449,7 +463,6 @@ namespace MuzikaGromche
|
|||
|
||||
if (__instance.previousState != 2 && __state.previousState == 2)
|
||||
{
|
||||
Plugin.StopLightSwitching(__instance);
|
||||
Plugin.ResetLightColor();
|
||||
}
|
||||
|
||||
|
@ -469,8 +482,14 @@ namespace MuzikaGromche
|
|||
|
||||
Debug.Log($"Start length: {Plugin.CurrentTrack.LoadedStart.length}; played time: {time}");
|
||||
Debug.Log($"Playing loop music: maxDistance: {__instance.creatureVoice.maxDistance}, minDistance: {__instance.creatureVoice.minDistance}, volume: {__instance.creatureVoice.volume}, spread: {__instance.creatureVoice.spread}, in seconds: {delay}");
|
||||
}
|
||||
|
||||
Plugin.StartLightSwitching(__instance);
|
||||
// Manage the timeline: switch color of the lights according to the current playback/beat position.
|
||||
if (__instance.previousState == 2)
|
||||
{
|
||||
var beat = Plugin.CurrentTrack.CalculateBeat(start: __instance.farAudio, loop: __instance.creatureVoice);
|
||||
var color = Plugin.CurrentTrack.ColorForBeat(beat);
|
||||
Plugin.SetLightColor(color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue