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	| Author | SHA1 | Date | 
|---|---|---|
|  | c6118862d4 | |
|  | caa4b9ccbd | 
|  | @ -29,42 +29,42 @@ namespace MuzikaGromche | ||||||
|                 Name = "MuzikaGromche", |                 Name = "MuzikaGromche", | ||||||
|                 Language = Language.RUSSIAN, |                 Language = Language.RUSSIAN, | ||||||
|                 WindUpTimer = 46.3f, |                 WindUpTimer = 46.3f, | ||||||
|                 Bpm = 130f, |                 Bars = 8, | ||||||
|             }, |             }, | ||||||
|             new Track |             new Track | ||||||
|             { |             { | ||||||
|                 Name = "VseVZale", |                 Name = "VseVZale", | ||||||
|                 Language = Language.RUSSIAN, |                 Language = Language.RUSSIAN, | ||||||
|                 WindUpTimer = 39f, |                 WindUpTimer = 39f, | ||||||
|                 Bpm = 138f, |                 Bars = 8 | ||||||
|             }, |             }, | ||||||
|             new Track |             new Track | ||||||
|             { |             { | ||||||
|                 Name = "DeployDestroy", |                 Name = "DeployDestroy", | ||||||
|                 Language = Language.RUSSIAN, |                 Language = Language.RUSSIAN, | ||||||
|                 WindUpTimer = 40.7f, |                 WindUpTimer = 40.7f, | ||||||
|                 Bpm = 130f, |                 Bars = 8, | ||||||
|             }, |             }, | ||||||
|             new Track |             new Track | ||||||
|             { |             { | ||||||
|                 Name = "MoyaZhittya", |                 Name = "MoyaZhittya", | ||||||
|                 Language = Language.ENGLISH, |                 Language = Language.ENGLISH, | ||||||
|                 WindUpTimer = 34.5f, |                 WindUpTimer = 34.5f, | ||||||
|                 Bpm = 120f, |                 Bars = 8, | ||||||
|             }, |             }, | ||||||
|             new Track |             new Track | ||||||
|             { |             { | ||||||
|                 Name = "Gorgorod", |                 Name = "Gorgorod", | ||||||
|                 Language = Language.RUSSIAN, |                 Language = Language.RUSSIAN, | ||||||
|                 WindUpTimer = 43.2f, |                 WindUpTimer = 43.2f, | ||||||
|                 Bpm = 180f, |                 Bars = 6, | ||||||
|             }, |             }, | ||||||
|             new Track |             new Track | ||||||
|             { |             { | ||||||
|                 Name = "Durochka", |                 Name = "Durochka", | ||||||
|                 Language = Language.RUSSIAN, |                 Language = Language.RUSSIAN, | ||||||
|                 WindUpTimer = 37f, |                 WindUpTimer = 37f, | ||||||
|                 Bpm = 130f, |                 Bars = 10, | ||||||
|             } |             } | ||||||
|         ]; |         ]; | ||||||
| 
 | 
 | ||||||
|  | @ -88,24 +88,8 @@ namespace MuzikaGromche | ||||||
|             return Tracks[trackId]; |             return Tracks[trackId]; | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         public static Coroutine JesterLightSwitching; |  | ||||||
|         public static Track CurrentTrack; |         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) |         public static void SetLightColor(Color color) | ||||||
|         { |         { | ||||||
|             foreach (var light in RoundManager.Instance.allPoweredLights) |             foreach (var light in RoundManager.Instance.allPoweredLights) | ||||||
|  | @ -119,30 +103,6 @@ namespace MuzikaGromche | ||||||
|             SetLightColor(Color.white); |             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() |         private void Awake() | ||||||
|         { |         { | ||||||
|             string text = Info.Location.TrimEnd((PluginInfo.PLUGIN_NAME + ".dll").ToCharArray()); |             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 |         // 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. |         // the looped track does, so we need to sync them up as soon as we enter the Loop. | ||||||
|         public float WindUpTimer; |         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. |         // Estimated number of beats per minute. Not used for light show, but might come in handy. | ||||||
|         public float Bpm; |         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. |         // MPEG is basically mp3, and it can produce gaps at the start. | ||||||
|         // WAV is OK, but takes a lot of space. Try OGGVORBIS instead. |         // WAV is OK, but takes a lot of space. Try OGGVORBIS instead. | ||||||
|  | @ -203,6 +174,9 @@ namespace MuzikaGromche | ||||||
|         public AudioClip LoadedStart; |         public AudioClip LoadedStart; | ||||||
|         public AudioClip LoadedLoop; |         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. |         // How often this track should be chosen, relative to the sum of weights of all tracks. | ||||||
|         public SyncedEntry<int> Weight; |         public SyncedEntry<int> Weight; | ||||||
| 
 | 
 | ||||||
|  | @ -215,6 +189,41 @@ namespace MuzikaGromche | ||||||
|             AudioType.OGGVORBIS => "ogg", |             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 ColorAtBeat(float beat) | ||||||
|  |         { | ||||||
|  |             int beatIndex = (int)(Math.Floor(beat) % Beats); | ||||||
|  | 
 | ||||||
|  |             return Colors[beatIndex % Colors.Count]; | ||||||
|  |         } | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     public readonly struct RandomWeightedIndex |     public readonly struct RandomWeightedIndex | ||||||
|  | @ -370,6 +379,10 @@ namespace MuzikaGromche | ||||||
| 
 | 
 | ||||||
|         public static CanModifyResult CanModifyWeightsNow() |         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; |             var startOfRound = StartOfRound.Instance; | ||||||
|             if (!startOfRound) |             if (!startOfRound) | ||||||
|             { |             { | ||||||
|  | @ -384,9 +397,12 @@ namespace MuzikaGromche | ||||||
|                 return CanModifyResult.False("Only while orbiting"); |                 return CanModifyResult.False("Only while orbiting"); | ||||||
|             } |             } | ||||||
|             return CanModifyResult.True(); |             return CanModifyResult.True(); | ||||||
|  | #endif | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |     // farAudio is during windup, Start overrides popGoesTheWeaselTheme | ||||||
|  |     // creatureVoice is when popped, Loop overrides screamingSFX | ||||||
|     [HarmonyPatch(typeof(JesterAI))] |     [HarmonyPatch(typeof(JesterAI))] | ||||||
|     internal class JesterPatch |     internal class JesterPatch | ||||||
|     { |     { | ||||||
|  | @ -404,13 +420,18 @@ namespace MuzikaGromche | ||||||
|         { |         { | ||||||
|             __state = new State |             __state = new State | ||||||
|             { |             { | ||||||
|                 previousState = __instance.previousState |                 farAudio = __instance.farAudio, | ||||||
|  |                 previousState = __instance.previousState, | ||||||
|             }; |             }; | ||||||
|             if (__instance.currentBehaviourStateIndex == 2 && __instance.previousState != 2) |             if (__instance.currentBehaviourStateIndex == 2 && __instance.previousState != 2) | ||||||
|             { |             { | ||||||
|                 // if just popped out |                 // If just popped out, then override farAudio so that vanilla logic does not stop the modded Start music. | ||||||
|                 // then override farAudio so that vanilla logic does not stop the music |                 // The game will stop farAudio it during its Update, so we temporarily set it to any other AudioSource | ||||||
|                 __state.farAudio = __instance.farAudio; |                 // which we don't care about stopping for now. | ||||||
|  |                 // | ||||||
|  |                 // Why creatureVoice though? We gonna need creatureVoice later in Postfix to schedule the Loop, | ||||||
|  |                 // but right now we still don't care if it's stopped, so it shouldn't matter. | ||||||
|  |                 // And it's cheaper and simpler than figuring out how to instantiate an AudioSource behaviour. | ||||||
|                 __instance.farAudio = __instance.creatureVoice; |                 __instance.farAudio = __instance.creatureVoice; | ||||||
|             } |             } | ||||||
|         } |         } | ||||||
|  | @ -419,11 +440,6 @@ namespace MuzikaGromche | ||||||
|         [HarmonyPostfix] |         [HarmonyPostfix] | ||||||
|         public static void DoNotStopTheMusic(JesterAI __instance, State __state) |         public static void DoNotStopTheMusic(JesterAI __instance, State __state) | ||||||
|         { |         { | ||||||
|             if (__state.farAudio != null) |  | ||||||
|             { |  | ||||||
|                 __instance.farAudio = __state.farAudio; |  | ||||||
|             } |  | ||||||
| 
 |  | ||||||
|             if (__instance.previousState == 1 && __state.previousState != 1) |             if (__instance.previousState == 1 && __state.previousState != 1) | ||||||
|             { |             { | ||||||
|                 // if just started winding up |                 // if just started winding up | ||||||
|  | @ -433,35 +449,47 @@ namespace MuzikaGromche | ||||||
| 
 | 
 | ||||||
|                 //  ...and start modded music |                 //  ...and start modded music | ||||||
|                 Plugin.CurrentTrack = Plugin.ChooseTrack(); |                 Plugin.CurrentTrack = Plugin.ChooseTrack(); | ||||||
|  |                 // Set up custom popup timer, which is shorter than Start audio | ||||||
|                 __instance.popUpTimer = Plugin.CurrentTrack.WindUpTimer; |                 __instance.popUpTimer = Plugin.CurrentTrack.WindUpTimer; | ||||||
|  | 
 | ||||||
|  |                 // Override popGoesTheWeaselTheme with Start audio | ||||||
|                 __instance.farAudio.maxDistance = 150; |                 __instance.farAudio.maxDistance = 150; | ||||||
|                 __instance.farAudio.clip = Plugin.CurrentTrack.LoadedStart; |                 __instance.farAudio.clip = Plugin.CurrentTrack.LoadedStart; | ||||||
|                 __instance.farAudio.loop = false; |                 __instance.farAudio.loop = false; | ||||||
|                 Debug.Log($"Playing start music: maxDistance: {__instance.farAudio.maxDistance}, minDistance: {__instance.farAudio.minDistance}, volume: {__instance.farAudio.volume}, spread: {__instance.farAudio.spread}"); |  | ||||||
|                 __instance.farAudio.Play(); |                 __instance.farAudio.Play(); | ||||||
|             } |  | ||||||
| 
 | 
 | ||||||
|             if (__instance.previousState == 2 && __state.previousState != 2) |                 Debug.Log($"Playing start music: maxDistance: {__instance.farAudio.maxDistance}, minDistance: {__instance.farAudio.minDistance}, volume: {__instance.farAudio.volume}, spread: {__instance.farAudio.spread}"); | ||||||
|             { |  | ||||||
|                 __instance.creatureVoice.Stop(); |  | ||||||
|                 Plugin.StartLightSwitching(__instance); |  | ||||||
|             } |             } | ||||||
| 
 | 
 | ||||||
|             if (__instance.previousState != 2 && __state.previousState == 2) |             if (__instance.previousState != 2 && __state.previousState == 2) | ||||||
|             { |             { | ||||||
|                 Plugin.StopLightSwitching(__instance); |  | ||||||
|                 Plugin.ResetLightColor(); |                 Plugin.ResetLightColor(); | ||||||
|             } |             } | ||||||
| 
 | 
 | ||||||
|             if (__instance.previousState == 2 && !__instance.creatureVoice.isPlaying) |             if (__instance.previousState == 2 && __state.previousState != 2) | ||||||
|             { |             { | ||||||
|                 __instance.creatureVoice.maxDistance = 150; |                 // Restore stashed AudioSource. See the comment in Prefix | ||||||
|                 __instance.creatureVoice.clip = Plugin.CurrentTrack.LoadedLoop; |                 __instance.farAudio = __state.farAudio; | ||||||
|  | 
 | ||||||
|                 var time = __instance.farAudio.time; |                 var time = __instance.farAudio.time; | ||||||
|                 var delay = Plugin.CurrentTrack.LoadedStart.length - time; |                 var delay = Plugin.CurrentTrack.LoadedStart.length - time; | ||||||
|  | 
 | ||||||
|  |                 // Override screamingSFX with Loop, delayed by the remaining time of the Start audio | ||||||
|  |                 __instance.creatureVoice.Stop(); | ||||||
|  |                 __instance.creatureVoice.maxDistance = 150; | ||||||
|  |                 __instance.creatureVoice.clip = Plugin.CurrentTrack.LoadedLoop; | ||||||
|  |                 __instance.creatureVoice.PlayDelayed(delay); | ||||||
|  | 
 | ||||||
|                 Debug.Log($"Start length: {Plugin.CurrentTrack.LoadedStart.length}; played time: {time}"); |                 Debug.Log($"Start length: {Plugin.CurrentTrack.LoadedStart.length}; played time: {time}"); | ||||||
|                 Debug.Log($"Playing loop music: maxDistance: {__instance.creatureVoice.maxDistance}, minDistance: {__instance.creatureVoice.minDistance}, volume: {__instance.creatureVoice.volume}, spread: {__instance.creatureVoice.spread}, in seconds: {delay}"); |                 Debug.Log($"Playing loop music: maxDistance: {__instance.creatureVoice.maxDistance}, minDistance: {__instance.creatureVoice.minDistance}, volume: {__instance.creatureVoice.volume}, spread: {__instance.creatureVoice.spread}, in seconds: {delay}"); | ||||||
|                 __instance.creatureVoice.PlayDelayed(delay); |             } | ||||||
|  | 
 | ||||||
|  |             // 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); | ||||||
|             } |             } | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
|  |  | ||||||
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