Sync playback to the actual beat count rather than relying on BPM

This commit is contained in:
ivan tkachenko 2025-07-12 23:28:23 +03:00
parent caa4b9ccbd
commit a69e46c6a3
1 changed files with 71 additions and 52 deletions

View File

@ -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);
}
}
}