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c6118862d4
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c6118862d4 | |
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caa4b9ccbd |
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@ -29,42 +29,42 @@ namespace MuzikaGromche
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Name = "MuzikaGromche",
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Language = Language.RUSSIAN,
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WindUpTimer = 46.3f,
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Bpm = 130f,
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Bars = 8,
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},
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new Track
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{
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Name = "VseVZale",
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Language = Language.RUSSIAN,
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WindUpTimer = 39f,
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Bpm = 138f,
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Bars = 8
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},
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new Track
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{
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Name = "DeployDestroy",
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Language = Language.RUSSIAN,
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WindUpTimer = 40.7f,
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Bpm = 130f,
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Bars = 8,
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},
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new Track
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{
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Name = "MoyaZhittya",
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Language = Language.ENGLISH,
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WindUpTimer = 34.5f,
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Bpm = 120f,
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Bars = 8,
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},
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new Track
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{
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Name = "Gorgorod",
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Language = Language.RUSSIAN,
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WindUpTimer = 43.2f,
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Bpm = 180f,
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Bars = 6,
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},
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new Track
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{
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Name = "Durochka",
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Language = Language.RUSSIAN,
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WindUpTimer = 37f,
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Bpm = 130f,
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Bars = 10,
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}
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];
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@ -88,24 +88,8 @@ namespace MuzikaGromche
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return Tracks[trackId];
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}
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public static Coroutine JesterLightSwitching;
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public static Track CurrentTrack;
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public static void StartLightSwitching(MonoBehaviour __instance)
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{
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StopLightSwitching(__instance);
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JesterLightSwitching = __instance.StartCoroutine(RotateColors());
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}
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public static void StopLightSwitching(MonoBehaviour __instance)
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{
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if (JesterLightSwitching != null)
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{
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__instance.StopCoroutine(JesterLightSwitching);
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JesterLightSwitching = null;
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}
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}
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public static void SetLightColor(Color color)
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{
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foreach (var light in RoundManager.Instance.allPoweredLights)
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@ -119,30 +103,6 @@ namespace MuzikaGromche
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SetLightColor(Color.white);
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}
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// TODO: Move to Track class to make them customizable per-song
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static List<Color> colors = [Color.magenta, Color.cyan, Color.green, Color.yellow];
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public static IEnumerator RotateColors()
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{
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Debug.Log("Starting color rotation");
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var i = 0;
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while (true)
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{
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var color = colors[i];
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Debug.Log("Chose color " + color);
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SetLightColor(color);
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i = (i + 1) % colors.Count;
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if (CurrentTrack != null)
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{
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yield return new WaitForSeconds(60f / CurrentTrack.Bpm);
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}
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else
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{
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yield break;
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}
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}
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}
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private void Awake()
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{
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string text = Info.Location.TrimEnd((PluginInfo.PLUGIN_NAME + ".dll").ToCharArray());
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@ -192,9 +152,20 @@ namespace MuzikaGromche
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// from the looped part. This also means that the light show starts before
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// the looped track does, so we need to sync them up as soon as we enter the Loop.
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public float WindUpTimer;
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// BPM for light switching in sync with the music. There is no offset,
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// so the Loop track should start precisely on a beat.
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public float Bpm;
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// Estimated number of beats per minute. Not used for light show, but might come in handy.
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public float Bpm => 60f / (LoadedLoop.length / Beats);
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// How many beats the loop segment has. The default strategy is to switch color of lights on each beat.
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// This should be an integer, but it is stored as float for convenience of calculations.
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public float Beats;
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// Shorthand for four beats
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public float Bars
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{
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get => Beats / 4f;
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set => Beats = value * 4f;
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}
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// MPEG is basically mp3, and it can produce gaps at the start.
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// WAV is OK, but takes a lot of space. Try OGGVORBIS instead.
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@ -203,6 +174,9 @@ namespace MuzikaGromche
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public AudioClip LoadedStart;
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public AudioClip LoadedLoop;
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// This does not account for the timestamp when Jester has actually popped
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public float FixedLoopDelay => LoadedStart.length - WindUpTimer;
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// How often this track should be chosen, relative to the sum of weights of all tracks.
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public SyncedEntry<int> Weight;
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@ -215,6 +189,41 @@ namespace MuzikaGromche
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AudioType.OGGVORBIS => "ogg",
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_ => "",
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};
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public float CalculateBeat(AudioSource start, AudioSource loop)
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{
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// If popped, calculate which beat the music is currently at.
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// In order to do that we should choose one of two strategies:
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//
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// 1. If Start source is still playing, use its position since WindUpTimer
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// 2. Otherwise use Loop source, adding the delay after WindUpTimer,
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// which is the remaining of the Start, i.e. (LoadedStart.length - WindUpTimer).
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//
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// NOTE: PlayDelayed also counts as isPlaying, so loop.isPlaying is always true.
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var elapsed = start.isPlaying
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// [1] Start source is still playing
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? start.time - WindUpTimer
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// [2] Start source has finished
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: loop.time + FixedLoopDelay;
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var normilized = elapsed / LoadedLoop.length % 1f;
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var beat = normilized * Beats;
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#if DEBUG
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Debug.LogFormat("MuzikaGromche beat {0,10:N4} {1,10:N4} {2,10:N4}", Time.realtimeSinceStartup, normilized, beat);
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#endif
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return beat;
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}
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static readonly List<Color> Colors = [Color.magenta, Color.cyan, Color.green, Color.yellow];
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public Color ColorAtBeat(float beat)
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{
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int beatIndex = (int)(Math.Floor(beat) % Beats);
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return Colors[beatIndex % Colors.Count];
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}
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}
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public readonly struct RandomWeightedIndex
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@ -370,6 +379,10 @@ namespace MuzikaGromche
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public static CanModifyResult CanModifyWeightsNow()
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{
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#if DEBUG
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// In debug mode let us modify weights any time without restarting the level
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return CanModifyResult.True();
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#else
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var startOfRound = StartOfRound.Instance;
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if (!startOfRound)
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{
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@ -384,9 +397,12 @@ namespace MuzikaGromche
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return CanModifyResult.False("Only while orbiting");
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}
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return CanModifyResult.True();
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#endif
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}
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}
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// farAudio is during windup, Start overrides popGoesTheWeaselTheme
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// creatureVoice is when popped, Loop overrides screamingSFX
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[HarmonyPatch(typeof(JesterAI))]
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internal class JesterPatch
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{
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@ -404,13 +420,18 @@ namespace MuzikaGromche
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{
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__state = new State
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{
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previousState = __instance.previousState
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farAudio = __instance.farAudio,
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previousState = __instance.previousState,
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};
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if (__instance.currentBehaviourStateIndex == 2 && __instance.previousState != 2)
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{
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// if just popped out
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// then override farAudio so that vanilla logic does not stop the music
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__state.farAudio = __instance.farAudio;
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// If just popped out, then override farAudio so that vanilla logic does not stop the modded Start music.
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// The game will stop farAudio it during its Update, so we temporarily set it to any other AudioSource
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// which we don't care about stopping for now.
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//
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// Why creatureVoice though? We gonna need creatureVoice later in Postfix to schedule the Loop,
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// but right now we still don't care if it's stopped, so it shouldn't matter.
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// And it's cheaper and simpler than figuring out how to instantiate an AudioSource behaviour.
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__instance.farAudio = __instance.creatureVoice;
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}
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}
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@ -419,11 +440,6 @@ namespace MuzikaGromche
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[HarmonyPostfix]
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public static void DoNotStopTheMusic(JesterAI __instance, State __state)
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{
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if (__state.farAudio != null)
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{
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__instance.farAudio = __state.farAudio;
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}
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if (__instance.previousState == 1 && __state.previousState != 1)
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{
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// if just started winding up
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@ -433,35 +449,47 @@ namespace MuzikaGromche
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// ...and start modded music
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Plugin.CurrentTrack = Plugin.ChooseTrack();
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// Set up custom popup timer, which is shorter than Start audio
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__instance.popUpTimer = Plugin.CurrentTrack.WindUpTimer;
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// Override popGoesTheWeaselTheme with Start audio
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__instance.farAudio.maxDistance = 150;
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__instance.farAudio.clip = Plugin.CurrentTrack.LoadedStart;
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__instance.farAudio.loop = false;
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Debug.Log($"Playing start music: maxDistance: {__instance.farAudio.maxDistance}, minDistance: {__instance.farAudio.minDistance}, volume: {__instance.farAudio.volume}, spread: {__instance.farAudio.spread}");
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__instance.farAudio.Play();
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}
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if (__instance.previousState == 2 && __state.previousState != 2)
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{
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__instance.creatureVoice.Stop();
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Plugin.StartLightSwitching(__instance);
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Debug.Log($"Playing start music: maxDistance: {__instance.farAudio.maxDistance}, minDistance: {__instance.farAudio.minDistance}, volume: {__instance.farAudio.volume}, spread: {__instance.farAudio.spread}");
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}
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if (__instance.previousState != 2 && __state.previousState == 2)
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{
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Plugin.StopLightSwitching(__instance);
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Plugin.ResetLightColor();
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}
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if (__instance.previousState == 2 && !__instance.creatureVoice.isPlaying)
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if (__instance.previousState == 2 && __state.previousState != 2)
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{
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__instance.creatureVoice.maxDistance = 150;
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__instance.creatureVoice.clip = Plugin.CurrentTrack.LoadedLoop;
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// Restore stashed AudioSource. See the comment in Prefix
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__instance.farAudio = __state.farAudio;
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var time = __instance.farAudio.time;
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var delay = Plugin.CurrentTrack.LoadedStart.length - time;
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// Override screamingSFX with Loop, delayed by the remaining time of the Start audio
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__instance.creatureVoice.Stop();
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__instance.creatureVoice.maxDistance = 150;
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__instance.creatureVoice.clip = Plugin.CurrentTrack.LoadedLoop;
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__instance.creatureVoice.PlayDelayed(delay);
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Debug.Log($"Start length: {Plugin.CurrentTrack.LoadedStart.length}; played time: {time}");
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Debug.Log($"Playing loop music: maxDistance: {__instance.creatureVoice.maxDistance}, minDistance: {__instance.creatureVoice.minDistance}, volume: {__instance.creatureVoice.volume}, spread: {__instance.creatureVoice.spread}, in seconds: {delay}");
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__instance.creatureVoice.PlayDelayed(delay);
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}
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// Manage the timeline: switch color of the lights according to the current playback/beat position.
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if (__instance.previousState == 2)
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{
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var beat = Plugin.CurrentTrack.CalculateBeat(start: __instance.farAudio, loop: __instance.creatureVoice);
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var color = Plugin.CurrentTrack.ColorAtBeat(beat);
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Plugin.SetLightColor(color);
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}
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}
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}
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