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

This commit is contained in:
ivan tkachenko 2025-07-17 22:34:38 +03:00
parent 0d4f180a37
commit b73c7ee3cb
1 changed files with 92 additions and 51 deletions

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@ -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,
}
];
@ -79,24 +79,8 @@ 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)
@ -110,30 +94,6 @@ 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());
@ -183,9 +143,18 @@ 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.
public int Beats;
// Shorthand for four beats
public int Bars
{
set => Beats = value * 4;
}
// MPEG is basically mp3, and it can produce gaps at the start.
// WAV is OK, but takes a lot of space. Try OGGVORBIS instead.
@ -194,6 +163,9 @@ 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;
@ -206,6 +178,70 @@ 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 1: PlayDelayed also counts as isPlaying, so loop.isPlaying is always true and as such it's useful.
// NOTE 2: There is a weird state when Jester has popped and chases a player:
// Start/farAudio isPlaying is true but stays exactly at zero time, so we need to ignore that.
var elapsed = start.isPlaying && start.time != 0f
// [1] Start source is still playing
? start.time - WindUpTimer
// [2] Start source has finished
: loop.time + FixedLoopDelay;
var normalized = Mod.Positive(elapsed / LoadedLoop.length, 1f);
var beat = normalized * (float)Beats;
#if DEBUG
var color = ColorAtBeat(beat);
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}",
Time.realtimeSinceStartup, Time.deltaTime,
(start.isPlaying ? '+' : ' '), start.time, (start.time == 0f ? 'Y' : 'n'),
(loop.isPlaying ? '+' : ' '), loop.time,
normalized, beat, color);
#endif
return beat;
}
static readonly List<Color> Colors = [Color.magenta, Color.cyan, Color.green, Color.yellow];
public Color ColorAtBeat(float beat)
{
int beatIndex = Mod.Positive(Mathf.FloorToInt(beat), Beats);
return Mod.Index(Colors, beatIndex);
}
}
// Default C#/.NET remainder operator % returns negative result for negative input
// which is unsuitable as an index for an array.
public static class Mod
{
public static int Positive(int x, int m)
{
int r = x % m;
return r < 0 ? r + m : r;
}
public static float Positive(float x, float m)
{
float r = x % m;
return r < 0f ? r + m : r;
}
public static T Index<T>(IList<T> array, int index)
{
return array[Mod.Positive(index, array.Count)];
}
}
public readonly struct RandomWeightedIndex
@ -506,7 +542,6 @@ namespace MuzikaGromche
if (__instance.previousState != 2 && __state.previousState == 2)
{
Plugin.StopLightSwitching(__instance);
Plugin.ResetLightColor();
}
@ -526,8 +561,14 @@ 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.ColorAtBeat(beat);
Plugin.SetLightColor(color);
}
}
}