Funkin/source/funkin/Conductor.hx

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package funkin;
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import funkin.play.song.SongData.SongTimeChange;
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import flixel.util.FlxSignal;
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import funkin.play.song.Song.SongDifficulty;
typedef BPMChangeEvent =
{
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var stepTime:Int;
var songTime:Float;
var bpm:Float;
}
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/**
* A global source of truth for timing information.
*/
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class Conductor
{
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public static final PIXELS_PER_MS:Float = 0.45;
public static final HIT_WINDOW_MS:Float = 160;
public static final SECONDS_PER_MINUTE:Float = 60;
public static final MILLIS_PER_SECOND:Float = 1000;
public static final STEPS_PER_BEAT:Int = 4;
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// onBeatHit is called every quarter note
// onStepHit is called every sixteenth note
// 4/4 = 4 beats per measure = 16 steps per measure
// 120 BPM = 120 quarter notes per minute = 2 onBeatHit per second
// 120 BPM = 480 sixteenth notes per minute = 8 onStepHit per second
// 60 BPM = 60 quarter notes per minute = 1 onBeatHit per second
// 60 BPM = 240 sixteenth notes per minute = 4 onStepHit per second
// 3/4 = 3 beats per measure = 12 steps per measure
// (IDENTICAL TO 4/4 but shorter measure length)
// 120 BPM = 120 quarter notes per minute = 2 onBeatHit per second
// 120 BPM = 480 sixteenth notes per minute = 8 onStepHit per second
// 60 BPM = 60 quarter notes per minute = 1 onBeatHit per second
// 60 BPM = 240 sixteenth notes per minute = 4 onStepHit per second
// 7/8 = 3.5 beats per measure = 14 steps per measure
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/**
* The current position in the song in milliseconds.
* Updated every frame based on the audio position.
*/
public static var songPosition:Float;
/**
* Beats per minute of the current song at the current time.
*/
public static var bpm(get, null):Float;
static function get_bpm():Float
{
if (bpmOverride != null) return bpmOverride;
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if (currentTimeChange == null) return 100;
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return currentTimeChange.bpm;
}
static var bpmOverride:Null<Float> = null;
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/**
* Current position in the song, in whole measures.
*/
public static var currentMeasure(default, null):Int;
/**
* Current position in the song, in whole beats.
**/
public static var currentBeat(default, null):Int;
/**
* Current position in the song, in whole steps.
*/
public static var currentStep(default, null):Int;
/**
* Current position in the song, in steps and fractions of a step.
*/
public static var currentStepTime(default, null):Float;
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/**
* Duration of a measure in milliseconds. Calculated based on bpm.
*/
public static var measureLengthMs(get, null):Float;
static function get_measureLengthMs():Float
{
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return beatLengthMs * timeSignatureNumerator;
}
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/**
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* Duration of a beat (quarter note) in milliseconds. Calculated based on bpm.
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*/
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public static var beatLengthMs(get, null):Float;
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static function get_beatLengthMs():Float
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{
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// Tied directly to BPM.
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return ((SECONDS_PER_MINUTE / bpm) * MILLIS_PER_SECOND);
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}
/**
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* Duration of a step (sixteenth) in milliseconds. Calculated based on bpm.
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*/
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public static var stepLengthMs(get, null):Float;
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static function get_stepLengthMs():Float
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{
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return beatLengthMs / STEPS_PER_BEAT;
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}
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/**
* The numerator of the current time signature (number of notes in a measure)
*/
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public static var timeSignatureNumerator(get, null):Int;
static function get_timeSignatureNumerator():Int
{
if (currentTimeChange == null) return 4;
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return currentTimeChange.timeSignatureNum;
}
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/**
* The numerator of the current time signature (length of notes in a measure)
*/
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public static var timeSignatureDenominator(get, null):Int;
static function get_timeSignatureDenominator():Int
{
if (currentTimeChange == null) return 4;
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return currentTimeChange.timeSignatureDen;
}
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public static var offset:Float = 0;
// TODO: What's the difference between visualOffset and audioOffset?
public static var visualOffset:Float = 0;
public static var audioOffset:Float = 0;
//
// Signals
//
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/**
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* Signal that is dispatched every measure.
* At 120 BPM 4/4, this is dispatched every 2 seconds.
* At 120 BPM 3/4, this is dispatched every 1.5 seconds.
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*/
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public static var measureHit(default, null):FlxSignal = new FlxSignal();
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/**
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* Signal that is dispatched every beat.
* At 120 BPM 4/4, this is dispatched every 0.5 seconds.
* At 120 BPM 3/4, this is dispatched every 0.5 seconds.
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*/
public static var beatHit(default, null):FlxSignal = new FlxSignal();
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/**
* Signal that is dispatched when a step is hit.
* At 120 BPM 4/4, this is dispatched every 0.125 seconds.
* At 120 BPM 3/4, this is dispatched every 0.125 seconds.
*/
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public static var stepHit(default, null):FlxSignal = new FlxSignal();
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//
// Internal Variables
//
/**
* The list of time changes in the song.
* There should be at least one time change (at the beginning of the song) to define the BPM.
*/
static var timeChanges:Array<SongTimeChange> = [];
/**
* The current time change.
*/
static var currentTimeChange:SongTimeChange;
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public static var lastSongPos:Float;
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/**
* The number of beats (whole notes) in a measure.
*/
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public static var beatsPerMeasure(get, null):Int;
static function get_beatsPerMeasure():Int
{
return timeSignatureNumerator;
}
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/**
* The number of steps (quarter-notes) in a measure.
*/
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public static var stepsPerMeasure(get, null):Int;
static function get_stepsPerMeasure():Int
{
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// This is always 4, b
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return timeSignatureNumerator * 4;
}
/**
* Forcibly defines the current BPM of the song.
* Useful for things like the chart editor that need to manipulate BPM in real time.
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*
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* Set to null to reset to the BPM defined by the timeChanges.
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*
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* WARNING: Avoid this for things like setting the BPM of the title screen music,
* you should have a metadata file for it instead.
*/
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public static function forceBPM(?bpm:Float = null):Void
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{
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if (bpm != null)
{
trace('[CONDUCTOR] Forcing BPM to ' + bpm);
}
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else
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{
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trace('[CONDUCTOR] Resetting BPM to default');
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}
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Conductor.bpmOverride = bpm;
}
/**
* Update the conductor with the current song position.
* BPM, current step, etc. will be re-calculated based on the song position.
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*
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* @param songPosition The current position in the song in milliseconds.
* Leave blank to use the FlxG.sound.music position.
*/
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public static function update(songPosition:Float = null):Void
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{
if (songPosition == null) songPosition = (FlxG.sound.music != null) ? FlxG.sound.music.time + Conductor.offset : 0.0;
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var oldMeasure:Int = currentMeasure;
var oldBeat:Int = currentBeat;
var oldStep:Int = currentStep;
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Conductor.songPosition = songPosition;
currentTimeChange = timeChanges[0];
for (i in 0...timeChanges.length)
{
if (songPosition >= timeChanges[i].timeStamp) currentTimeChange = timeChanges[i];
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if (songPosition < timeChanges[i].timeStamp) break;
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}
if (currentTimeChange == null && bpmOverride == null && FlxG.sound.music != null)
{
trace('WARNING: Conductor is broken, timeChanges is empty.');
}
else if (currentTimeChange != null)
{
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currentStepTime = (currentTimeChange.beatTime * 4) + (songPosition - currentTimeChange.timeStamp) / stepLengthMs;
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currentStep = Math.floor(currentStepTime);
currentBeat = Math.floor(currentStep / 4);
}
else
{
// Assume a constant BPM equal to the forced value.
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currentStepTime = (songPosition / stepLengthMs);
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currentStep = Math.floor(currentStepTime);
currentBeat = Math.floor(currentStep / 4);
}
// FlxSignals are really cool.
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if (currentStep != oldStep)
{
stepHit.dispatch();
}
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if (currentBeat != oldBeat)
{
beatHit.dispatch();
}
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if (currentMeasure != oldMeasure)
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{
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measureHit.dispatch();
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}
}
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public static function mapTimeChanges(songTimeChanges:Array<SongTimeChange>):Void
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{
timeChanges = [];
for (currentTimeChange in songTimeChanges)
{
timeChanges.push(currentTimeChange);
}
trace('Done mapping time changes: ' + timeChanges);
// Done.
}
/**
* Given a time in milliseconds, return a time in steps.
*/
public static function getTimeInSteps(ms:Float):Int
{
if (timeChanges.length == 0)
{
// Assume a constant BPM equal to the forced value.
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return Math.floor(ms / stepLengthMs);
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}
else
{
var resultStep:Int = 0;
var lastTimeChange:SongTimeChange = timeChanges[0];
for (timeChange in timeChanges)
{
if (ms >= timeChange.timeStamp)
{
lastTimeChange = timeChange;
resultStep = lastTimeChange.beatTime * 4;
}
else
{
// This time change is after the requested time.
break;
}
}
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resultStep += Math.floor((ms - lastTimeChange.timeStamp) / stepLengthMs);
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return resultStep;
}
}
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}