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	| Author | SHA1 | Date | 
|---|---|---|
|  | c6118862d4 | |
|  | caa4b9ccbd | 
|  | @ -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 ColorAtBeat(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) | ||||
|             { | ||||
|  | @ -384,9 +397,12 @@ namespace MuzikaGromche | |||
|                 return CanModifyResult.False("Only while orbiting"); | ||||
|             } | ||||
|             return CanModifyResult.True(); | ||||
| #endif | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     // farAudio is during windup, Start overrides popGoesTheWeaselTheme | ||||
|     // creatureVoice is when popped, Loop overrides screamingSFX | ||||
|     [HarmonyPatch(typeof(JesterAI))] | ||||
|     internal class JesterPatch | ||||
|     { | ||||
|  | @ -404,13 +420,18 @@ namespace MuzikaGromche | |||
|         { | ||||
|             __state = new State | ||||
|             { | ||||
|                 previousState = __instance.previousState | ||||
|                 farAudio = __instance.farAudio, | ||||
|                 previousState = __instance.previousState, | ||||
|             }; | ||||
|             if (__instance.currentBehaviourStateIndex == 2 && __instance.previousState != 2) | ||||
|             { | ||||
|                 // if just popped out | ||||
|                 // then override farAudio so that vanilla logic does not stop the music | ||||
|                 __state.farAudio = __instance.farAudio; | ||||
|                 // If just popped out, then override farAudio so that vanilla logic does not stop the modded Start music. | ||||
|                 // The game will stop farAudio it during its Update, so we temporarily set it to any other AudioSource | ||||
|                 // 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; | ||||
|             } | ||||
|         } | ||||
|  | @ -419,11 +440,6 @@ namespace MuzikaGromche | |||
|         [HarmonyPostfix] | ||||
|         public static void DoNotStopTheMusic(JesterAI __instance, State __state) | ||||
|         { | ||||
|             if (__state.farAudio != null) | ||||
|             { | ||||
|                 __instance.farAudio = __state.farAudio; | ||||
|             } | ||||
| 
 | ||||
|             if (__instance.previousState == 1 && __state.previousState != 1) | ||||
|             { | ||||
|                 // if just started winding up | ||||
|  | @ -433,35 +449,47 @@ namespace MuzikaGromche | |||
| 
 | ||||
|                 //  ...and start modded music | ||||
|                 Plugin.CurrentTrack = Plugin.ChooseTrack(); | ||||
|                 // Set up custom popup timer, which is shorter than Start audio | ||||
|                 __instance.popUpTimer = Plugin.CurrentTrack.WindUpTimer; | ||||
| 
 | ||||
|                 // Override popGoesTheWeaselTheme with Start audio | ||||
|                 __instance.farAudio.maxDistance = 150; | ||||
|                 __instance.farAudio.clip = Plugin.CurrentTrack.LoadedStart; | ||||
|                 __instance.farAudio.loop = false; | ||||
|                 Debug.Log($"Playing start music: maxDistance: {__instance.farAudio.maxDistance}, minDistance: {__instance.farAudio.minDistance}, volume: {__instance.farAudio.volume}, spread: {__instance.farAudio.spread}"); | ||||
|                 __instance.farAudio.Play(); | ||||
|             } | ||||
| 
 | ||||
|             if (__instance.previousState == 2 && __state.previousState != 2) | ||||
|             { | ||||
|                 __instance.creatureVoice.Stop(); | ||||
|                 Plugin.StartLightSwitching(__instance); | ||||
|                 Debug.Log($"Playing start music: maxDistance: {__instance.farAudio.maxDistance}, minDistance: {__instance.farAudio.minDistance}, volume: {__instance.farAudio.volume}, spread: {__instance.farAudio.spread}"); | ||||
|             } | ||||
| 
 | ||||
|             if (__instance.previousState != 2 && __state.previousState == 2) | ||||
|             { | ||||
|                 Plugin.StopLightSwitching(__instance); | ||||
|                 Plugin.ResetLightColor(); | ||||
|             } | ||||
| 
 | ||||
|             if (__instance.previousState == 2 && !__instance.creatureVoice.isPlaying) | ||||
|             if (__instance.previousState == 2 && __state.previousState != 2) | ||||
|             { | ||||
|                 __instance.creatureVoice.maxDistance = 150; | ||||
|                 __instance.creatureVoice.clip = Plugin.CurrentTrack.LoadedLoop; | ||||
|                 // Restore stashed AudioSource. See the comment in Prefix | ||||
|                 __instance.farAudio = __state.farAudio; | ||||
| 
 | ||||
|                 var time = __instance.farAudio.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($"Start length: {Plugin.CurrentTrack.LoadedStart.length}; played time: {time}"); | ||||
|                 Debug.Log($"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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