forked from nikita/muzika-gromche
Sync playback to the actual beat count rather than relying on BPM
This commit is contained in:
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0d4f180a37
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@ -29,42 +29,42 @@ namespace MuzikaGromche
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Name = "MuzikaGromche",
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Name = "MuzikaGromche",
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Language = Language.RUSSIAN,
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Language = Language.RUSSIAN,
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WindUpTimer = 46.3f,
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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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},
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new Track
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new Track
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{
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{
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Name = "VseVZale",
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Name = "VseVZale",
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Language = Language.RUSSIAN,
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Language = Language.RUSSIAN,
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WindUpTimer = 39f,
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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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},
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new Track
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new Track
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{
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{
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Name = "DeployDestroy",
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Name = "DeployDestroy",
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Language = Language.RUSSIAN,
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Language = Language.RUSSIAN,
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WindUpTimer = 40.7f,
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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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},
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new Track
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new Track
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{
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{
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Name = "MoyaZhittya",
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Name = "MoyaZhittya",
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Language = Language.ENGLISH,
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Language = Language.ENGLISH,
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WindUpTimer = 34.5f,
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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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},
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new Track
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new Track
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{
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{
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Name = "Gorgorod",
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Name = "Gorgorod",
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Language = Language.RUSSIAN,
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Language = Language.RUSSIAN,
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WindUpTimer = 43.2f,
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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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},
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new Track
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new Track
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{
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{
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Name = "Durochka",
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Name = "Durochka",
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Language = Language.RUSSIAN,
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Language = Language.RUSSIAN,
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WindUpTimer = 37f,
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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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];
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];
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@ -79,24 +79,8 @@ namespace MuzikaGromche
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return Tracks[trackId];
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return Tracks[trackId];
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}
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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 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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public static void SetLightColor(Color color)
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{
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{
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foreach (var light in RoundManager.Instance.allPoweredLights)
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foreach (var light in RoundManager.Instance.allPoweredLights)
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@ -110,30 +94,6 @@ namespace MuzikaGromche
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SetLightColor(Color.white);
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SetLightColor(Color.white);
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}
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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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private void Awake()
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{
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{
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string text = Info.Location.TrimEnd((PluginInfo.PLUGIN_NAME + ".dll").ToCharArray());
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string text = Info.Location.TrimEnd((PluginInfo.PLUGIN_NAME + ".dll").ToCharArray());
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@ -183,9 +143,18 @@ namespace MuzikaGromche
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// from the looped part. This also means that the light show starts before
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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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// 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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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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// Estimated number of beats per minute. Not used for light show, but might come in handy.
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public float Bpm;
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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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public int Beats;
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// Shorthand for four beats
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public int Bars
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{
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set => Beats = value * 4;
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}
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// MPEG is basically mp3, and it can produce gaps at the start.
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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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// WAV is OK, but takes a lot of space. Try OGGVORBIS instead.
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@ -194,6 +163,9 @@ namespace MuzikaGromche
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public AudioClip LoadedStart;
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public AudioClip LoadedStart;
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public AudioClip LoadedLoop;
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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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// 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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public SyncedEntry<int> Weight;
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@ -206,6 +178,70 @@ namespace MuzikaGromche
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AudioType.OGGVORBIS => "ogg",
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AudioType.OGGVORBIS => "ogg",
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_ => "",
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_ => "",
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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 1: PlayDelayed also counts as isPlaying, so loop.isPlaying is always true and as such it's useful.
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// NOTE 2: There is a weird state when Jester has popped and chases a player:
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// Start/farAudio isPlaying is true but stays exactly at zero time, so we need to ignore that.
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var elapsed = start.isPlaying && start.time != 0f
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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 normalized = Mod.Positive(elapsed / LoadedLoop.length, 1f);
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var beat = normalized * (float)Beats;
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#if DEBUG
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var color = ColorAtBeat(beat);
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Debug.LogFormat("MuzikaGromche t={0,10:N4} d={1,7:N4} Start[{2}{3,8:N4} ==0f? {4}] Loop[{5}{6,8:N4}] norm={7,6:N4} beat={8,7:N4} color={9}",
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Time.realtimeSinceStartup, Time.deltaTime,
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(start.isPlaying ? '+' : ' '), start.time, (start.time == 0f ? 'Y' : 'n'),
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(loop.isPlaying ? '+' : ' '), loop.time,
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normalized, beat, color);
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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 = Mod.Positive(Mathf.FloorToInt(beat), Beats);
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return Mod.Index(Colors, beatIndex);
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}
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}
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// Default C#/.NET remainder operator % returns negative result for negative input
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// which is unsuitable as an index for an array.
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public static class Mod
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{
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public static int Positive(int x, int m)
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{
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int r = x % m;
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return r < 0 ? r + m : r;
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}
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public static float Positive(float x, float m)
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{
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float r = x % m;
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return r < 0f ? r + m : r;
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}
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public static T Index<T>(IList<T> array, int index)
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{
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return array[Mod.Positive(index, array.Count)];
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}
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}
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}
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public readonly struct RandomWeightedIndex
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public readonly struct RandomWeightedIndex
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@ -506,7 +542,6 @@ namespace MuzikaGromche
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if (__instance.previousState != 2 && __state.previousState == 2)
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if (__instance.previousState != 2 && __state.previousState == 2)
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{
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{
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Plugin.StopLightSwitching(__instance);
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Plugin.ResetLightColor();
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Plugin.ResetLightColor();
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}
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}
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@ -526,8 +561,14 @@ namespace MuzikaGromche
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Debug.Log($"Start length: {Plugin.CurrentTrack.LoadedStart.length}; played time: {time}");
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Debug.Log($"Start length: {Plugin.CurrentTrack.LoadedStart.length}; played time: {time}");
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Debug.Log($"Playing loop music: maxDistance: {__instance.creatureVoice.maxDistance}, minDistance: {__instance.creatureVoice.minDistance}, volume: {__instance.creatureVoice.volume}, spread: {__instance.creatureVoice.spread}, in seconds: {delay}");
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Debug.Log($"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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}
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Plugin.StartLightSwitching(__instance);
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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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}
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}
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}
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