package funkin; import funkin.util.Constants; import flixel.util.FlxSignal; import flixel.math.FlxMath; import funkin.SongLoad.SwagSong; import funkin.play.song.Song.SongDifficulty; import funkin.play.song.SongData.SongTimeChange; /** * A core class which handles musical timing throughout the game, * both in gameplay and in menus. */ class Conductor { // 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 /** * 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 = []; /** * The current time change. */ static var currentTimeChange:SongTimeChange; /** * The current position in the song in milliseconds. * Updated every frame based on the audio position. */ public static var songPosition:Float = 0; /** * 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; if (currentTimeChange == null) return Constants.DEFAULT_BPM; return currentTimeChange.bpm; } /** * The current value set by `forceBPM`. * If false, BPM is determined by time changes. */ static var bpmOverride:Null = null; /** * Duration of a measure in milliseconds. Calculated based on bpm. */ public static var measureLengthMs(get, null):Float; static function get_measureLengthMs():Float { return beatLengthMs * timeSignatureNumerator; } /** * Duration of a beat in milliseconds. Calculated based on bpm. */ public static var beatLengthMs(get, null):Float; static function get_beatLengthMs():Float { return ((Constants.SECS_PER_MIN / bpm) * Constants.MS_PER_SEC); } /** * Duration of a step (quarter) in milliseconds. Calculated based on bpm. */ public static var stepLengthMs(get, null):Float; static function get_stepLengthMs():Float { return beatLengthMs / timeSignatureNumerator; } public static var timeSignatureNumerator(get, null):Int; static function get_timeSignatureNumerator():Int { if (currentTimeChange == null) return Constants.DEFAULT_TIME_SIGNATURE_NUM; return currentTimeChange.timeSignatureNum; } public static var timeSignatureDenominator(get, null):Int; static function get_timeSignatureDenominator():Int { if (currentTimeChange == null) return Constants.DEFAULT_TIME_SIGNATURE_DEN; return currentTimeChange.timeSignatureDen; } public static var beatsPerMeasure(get, null):Float; static function get_beatsPerMeasure():Float { return timeSignatureNumerator / timeSignatureDenominator * 4; } /** * Current position in the song, in measures. */ public static var currentMeasure(default, null):Int; /** * Current position in the song, in beats. */ public static var currentBeat(default, null):Int; /** * Current position in the song, in steps. */ public static var currentStep(default, null):Int; /** * Current position in the song, in measures and fractions of a measure. */ public static var currentMeasureTime(default, null):Float; /** * Current position in the song, in beats and fractions of a measure. */ public static var currentBeatTime(default, null):Float; /** * Current position in the song, in steps and fractions of a step. */ public static var currentStepTime(default, null):Float; public static var beatHit(default, null):FlxSignal = new FlxSignal(); public static var stepHit(default, null):FlxSignal = new FlxSignal(); public static var lastSongPos:Float; public static var visualOffset:Float = 0; public static var audioOffset:Float = 0; public static var offset:Float = 0; public static var beatsPerMeasure(get, null):Int; static function get_beatsPerMeasure():Int { return stepsPerMeasure / Constants.STEPS_PER_BEAT; } public static var stepsPerMeasure(get, null):Int; static function get_stepsPerMeasure():Int { // Is this always x4? return timeSignatureNumerator / timeSignatureDenominator * Constants.STEPS_PER_BEAT * Constants.STEPS_PER_BEAT; } function new() {} /** * Forcibly defines the current BPM of the song. * Useful for things like the chart editor that need to manipulate BPM in real time. * * Set to null to reset to the BPM defined by the timeChanges. * * WARNING: Avoid this for things like setting the BPM of the title screen music, * you should have a metadata file for it instead. */ public static function forceBPM(?bpm:Float = null) { if (bpm != null) trace('[CONDUCTOR] Forcing BPM to ' + bpm); else trace('[CONDUCTOR] Resetting BPM to default'); Conductor.bpmOverride = bpm; } /** * Update the conductor with the current song position. * BPM, current step, etc. will be re-calculated based on the song position. * * @param songPosition The current position in the song in milliseconds. * Leave blank to use the FlxG.sound.music position. */ public static function update(songPosition:Float = null) { if (songPosition == null) songPosition = (FlxG.sound.music != null) ? FlxG.sound.music.time + Conductor.offset : 0.0; var oldBeat = currentBeat; var oldStep = currentStep; Conductor.songPosition = songPosition; currentTimeChange = timeChanges[0]; for (i in 0...timeChanges.length) { if (songPosition >= timeChanges[i].timeStamp) currentTimeChange = timeChanges[i]; if (songPosition < timeChanges[i].timeStamp) break; } if (currentTimeChange == null && bpmOverride == null && FlxG.sound.music != null) { trace('WARNING: Conductor is broken, timeChanges is empty.'); } else if (currentTimeChange != null) { // roundDecimal prevents representing 8 as 7.9999999 currentStepTime = FlxMath.roundDecimal((currentTimeChange.beatTime * 4) + (songPosition - currentTimeChange.timeStamp) / stepLengthMs, 6); currentBeatTime = currentStepTime / Constants.STEPS_PER_BEAT; currentMeasureTime = currentStepTime / stepsPerMeasure; currentStep = Math.floor(currentStepTime); currentBeat = Math.floor(currentBeatTime); currentMeasure = Math.floor(currentMeasureTime); } else { // Assume a constant BPM equal to the forced value. currentStepTime = FlxMath.roundDecimal((songPosition / stepLengthMs), 4); currentBeatTime = currentStepTime / Constants.STEPS_PER_BEAT; currentMeasureTime = currentStepTime / stepsPerMeasure; currentStep = Math.floor(currentStepTime); currentBeat = Math.floor(currentBeatTime); currentMeasure = Math.floor(currentMeasureTime); } // FlxSignals are really cool. if (currentStep != oldStep) { stepHit.dispatch(); } if (currentBeat != oldBeat) { beatHit.dispatch(); } } public static function mapTimeChanges(songTimeChanges:Array) { timeChanges = []; for (currentTimeChange in songTimeChanges) { // TODO: Maybe handle this different? // Do we care about BPM at negative timestamps? // Without any custom handling, `currentStepTime` becomes non-zero at `songPosition = 0`. if (currentTimeChange.timeStamp < 0.0) currentTimeChange.timeStamp = 0.0; if (currentTimeChange.beatTime == null) { if (currentTimeChange.timeStamp <= 0.0) { currentTimeChange.beatTime = 0.0; } else { // Calculate the beat time of this timestamp. currentTimeChange.beatTime = 0.0; if (currentTimeChange.timeStamp > 0.0 && timeChanges.length > 0) { var prevTimeChange:SongTimeChange = timeChanges[timeChanges.length - 1]; currentTimeChange.beatTime = prevTimeChange.beatTime + ((currentTimeChange.timeStamp - prevTimeChange.timeStamp) * prevTimeChange.bpm / Constants.SECS_PER_MIN / Constants.MS_PER_SEC); } } } timeChanges.push(currentTimeChange); } trace('Done mapping time changes: ' + timeChanges); // Update currentStepTime Conductor.update(Conductor.songPosition); } /** * Given a time in milliseconds, return a time in steps. */ public static function getTimeInSteps(ms:Float):Float { if (timeChanges.length == 0) { // Assume a constant BPM equal to the forced value. return Math.floor(ms / stepLengthMs); } else { var resultStep:Float = 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; } } resultStep += Math.floor((ms - lastTimeChange.timeStamp) / stepLengthMs); return resultStep; } } public static function reset():Void { beatHit.removeAll(); stepHit.removeAll(); mapTimeChanges([]); forceBPM(null); update(0); } }