Funkin/source/funkin/Conductor.hx

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package funkin;
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import flixel.util.FlxSignal;
import funkin.SongLoad.SwagSong;
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import funkin.play.song.Song.SongDifficulty;
import funkin.play.song.SongData.SongTimeChange;
typedef BPMChangeEvent =
{
var stepTime:Int;
var songTime:Float;
var bpm:Float;
}
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class Conductor
{
/**
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* 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.
*/
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private static var timeChanges:Array<SongTimeChange> = [];
/**
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* The current time change.
*/
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private static var currentTimeChange:SongTimeChange;
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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.
*/
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public static var bpm(get, null):Float;
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static function get_bpm():Float
{
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if (bpmOverride != null)
return bpmOverride;
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if (currentTimeChange == null)
return 100;
return currentTimeChange.bpm;
}
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static var bpmOverride:Null<Float> = null;
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// OLD, replaced with timeChanges.
public static var bpmChangeMap:Array<BPMChangeEvent> = [];
/**
* Duration of a beat in millisecond. Calculated based on bpm.
*/
public static var crochet(get, null):Float;
static function get_crochet():Float
{
return ((60 / bpm) * 1000);
}
/**
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* Duration of a step in milliseconds. Calculated based on bpm.
*/
public static var stepCrochet(get, null):Float;
static function get_stepCrochet():Float
{
return crochet / 4;
}
/**
* Current position in the song, in beats.
**/
public static var currentBeat(default, null):Int;
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/**
* Current position in the song, in steps.
*/
public static var currentStep(default, null):Int;
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/**
* Current position in the song, in steps and fractions of a step.
*/
public static var currentStepTime(default, null):Float;
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public static var beatHit(default, null):FlxSignal = new FlxSignal();
public static var stepHit(default, null):FlxSignal = new FlxSignal();
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public static var lastSongPos:Float;
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public static var visualOffset:Float = 0;
public static var audioOffset:Float = 0;
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public static var offset:Float = 0;
// TODO: Add code to update this.
public static var beatsPerMeasure:Int = 4;
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private function new()
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{
}
public static function getLastBPMChange()
{
var lastChange:BPMChangeEvent = {
stepTime: 0,
songTime: 0,
bpm: 0
}
for (i in 0...Conductor.bpmChangeMap.length)
{
if (Conductor.songPosition >= Conductor.bpmChangeMap[i].songTime)
lastChange = Conductor.bpmChangeMap[i];
if (Conductor.songPosition < Conductor.bpmChangeMap[i].songTime)
break;
}
return lastChange;
}
/**
* Forcibly defines the current BPM of the song.
* Useful for things like the chart editor that need to manipulate BPM in real time.
*
* 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)
{
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Conductor.bpmOverride = bpm;
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}
/**
* 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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*
* @param songPosition The current position in the song in milliseconds.
* Leave blank to use the FlxG.sound.music position.
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*/
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public static function update(songPosition:Float = null)
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{
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if (songPosition == null)
songPosition = (FlxG.sound.music != null) ? (FlxG.sound.music.time + Conductor.offset) : 0;
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var oldBeat = currentBeat;
var oldStep = currentStep;
Conductor.songPosition = songPosition;
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// Conductor.bpm = Conductor.getLastBPMChange().bpm;
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currentTimeChange = timeChanges[0];
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for (i in 0...timeChanges.length)
{
if (songPosition >= timeChanges[i].timeStamp)
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currentTimeChange = timeChanges[i];
if (songPosition < timeChanges[i].timeStamp)
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break;
}
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if (currentTimeChange == null && bpmOverride == null)
{
trace('WARNING: Conductor is broken, timeChanges is empty.');
}
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else if (currentTimeChange != null)
{
currentStepTime = (currentTimeChange.beatTime * 4) + (songPosition - currentTimeChange.timeStamp) / stepCrochet;
currentStep = Math.floor(currentStepTime);
currentBeat = Math.floor(currentStep / 4);
}
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else
{
// Assume a constant BPM equal to the forced value.
currentStepTime = (songPosition / stepCrochet);
currentStep = Math.floor(currentStepTime);
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currentBeat = Math.floor(currentStep / 4);
}
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// FlxSignals are really cool.
if (currentStep != oldStep)
stepHit.dispatch();
if (currentBeat != oldBeat)
beatHit.dispatch();
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}
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@:deprecated // Switch to TimeChanges instead.
public static function mapBPMChanges(song:SwagSong)
{
bpmChangeMap = [];
var curBPM:Float = song.bpm;
var totalSteps:Int = 0;
var totalPos:Float = 0;
for (i in 0...SongLoad.getSong().length)
{
if (SongLoad.getSong()[i].changeBPM && SongLoad.getSong()[i].bpm != curBPM)
{
curBPM = SongLoad.getSong()[i].bpm;
var event:BPMChangeEvent = {
stepTime: totalSteps,
songTime: totalPos,
bpm: curBPM
};
bpmChangeMap.push(event);
}
var deltaSteps:Int = SongLoad.getSong()[i].lengthInSteps;
totalSteps += deltaSteps;
totalPos += ((60 / curBPM) * 1000 / 4) * deltaSteps;
}
}
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public static function mapTimeChanges(currentChart:SongDifficulty)
{
var songTimeChanges:Array<SongTimeChange> = currentChart.timeChanges;
timeChanges = [];
for (currentTimeChange in songTimeChanges)
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{
timeChanges.push(currentTimeChange);
}
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trace('Done mapping time changes: ' + timeChanges);
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// 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.
return Math.floor(ms / stepCrochet);
}
else
{
var resultStep:Int = 0;
var lastTimeChange:SongTimeChange = timeChanges[0];
for (timeChange in timeChanges)
{
if (ms >= timeChange.timeStamp)
{
lastTimeChange = timeChange;
resultStep = lastTimeChange.beatTime * 4;
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}
else
{
// This time change is after the requested time.
break;
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}
}
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resultStep += Math.floor((ms - lastTimeChange.timeStamp) / stepCrochet);
return resultStep;
}
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}
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}