mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-27 01:55:52 -05:00
265 lines
6.2 KiB
Haxe
265 lines
6.2 KiB
Haxe
package funkin;
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import flixel.util.FlxSignal;
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import funkin.SongLoad.SwagSong;
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import funkin.play.song.Song.SongDifficulty;
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import funkin.play.song.SongData.SongTimeChange;
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typedef BPMChangeEvent =
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{
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var stepTime:Int;
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var songTime:Float;
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var bpm:Float;
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}
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class Conductor
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{
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/**
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* The list of time changes in the song.
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* There should be at least one time change (at the beginning of the song) to define the BPM.
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*/
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private static var timeChanges:Array<SongTimeChange> = [];
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/**
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* The current time change.
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*/
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private static var currentTimeChange:SongTimeChange;
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/**
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* The current position in the song in milliseconds.
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* Updated every frame based on the audio position.
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*/
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public static var songPosition:Float;
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/**
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* Beats per minute of the current song at the current time.
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*/
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public static var bpm(get, null):Float;
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static function get_bpm():Float
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{
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if (bpmOverride != null)
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return bpmOverride;
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if (currentTimeChange == null)
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return 100;
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return currentTimeChange.bpm;
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}
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static var bpmOverride:Null<Float> = null;
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// OLD, replaced with timeChanges.
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public static var bpmChangeMap:Array<BPMChangeEvent> = [];
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/**
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* Duration of a beat in millisecond. Calculated based on bpm.
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*/
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public static var crochet(get, null):Float;
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static function get_crochet():Float
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{
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return ((60 / bpm) * 1000);
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}
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/**
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* Duration of a step in milliseconds. Calculated based on bpm.
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*/
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public static var stepCrochet(get, null):Float;
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static function get_stepCrochet():Float
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{
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return crochet / 4;
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}
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/**
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* Current position in the song, in beats.
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**/
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public static var currentBeat(default, null):Int;
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/**
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* Current position in the song, in steps.
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*/
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public static var currentStep(default, null):Int;
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/**
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* Current position in the song, in steps and fractions of a step.
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*/
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public static var currentStepTime(default, null):Float;
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public static var beatHit(default, null):FlxSignal = new FlxSignal();
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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;
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public static var audioOffset:Float = 0;
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public static var offset:Float = 0;
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// TODO: Add code to update this.
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public static var beatsPerMeasure:Int = 4;
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private function new()
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{
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}
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public static function getLastBPMChange()
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{
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var lastChange:BPMChangeEvent = {
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stepTime: 0,
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songTime: 0,
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bpm: 0
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}
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for (i in 0...Conductor.bpmChangeMap.length)
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{
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if (Conductor.songPosition >= Conductor.bpmChangeMap[i].songTime)
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lastChange = Conductor.bpmChangeMap[i];
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if (Conductor.songPosition < Conductor.bpmChangeMap[i].songTime)
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break;
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}
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return lastChange;
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}
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/**
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* Forcibly defines the current BPM of the song.
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* Useful for things like the chart editor that need to manipulate BPM in real time.
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*
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* WARNING: Avoid this for things like setting the BPM of the title screen music,
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* you should have a metadata file for it instead.
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*/
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public static function forceBPM(bpm:Float)
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{
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trace('[CONDUCTOR] Forcing BPM to ' + bpm);
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Conductor.bpmOverride = bpm;
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}
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/**
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* Update the conductor with the current song position.
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* 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.
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* 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)
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songPosition = (FlxG.sound.music != null) ? (FlxG.sound.music.time + Conductor.offset) : 0;
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var oldBeat = currentBeat;
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var oldStep = currentStep;
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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)
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{
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if (songPosition >= timeChanges[i].timeStamp)
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currentTimeChange = timeChanges[i];
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if (songPosition < timeChanges[i].timeStamp)
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break;
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}
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if (currentTimeChange == null && bpmOverride == null)
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{
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trace('WARNING: Conductor is broken, timeChanges is empty.');
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}
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else if (currentTimeChange != null)
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{
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currentStepTime = (currentTimeChange.beatTime * 4) + (songPosition - currentTimeChange.timeStamp) / stepCrochet;
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currentStep = Math.floor(currentStepTime);
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currentBeat = Math.floor(currentStep / 4);
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}
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else
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{
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// Assume a constant BPM equal to the forced value.
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currentStepTime = (songPosition / stepCrochet);
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currentStep = Math.floor(currentStepTime);
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currentBeat = Math.floor(currentStep / 4);
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}
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// FlxSignals are really cool.
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if (currentStep != oldStep)
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stepHit.dispatch();
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if (currentBeat != oldBeat)
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beatHit.dispatch();
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}
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@:deprecated // Switch to TimeChanges instead.
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public static function mapBPMChanges(song:SwagSong)
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{
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bpmChangeMap = [];
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var curBPM:Float = song.bpm;
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var totalSteps:Int = 0;
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var totalPos:Float = 0;
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for (i in 0...SongLoad.getSong().length)
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{
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if (SongLoad.getSong()[i].changeBPM && SongLoad.getSong()[i].bpm != curBPM)
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{
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curBPM = SongLoad.getSong()[i].bpm;
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var event:BPMChangeEvent = {
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stepTime: totalSteps,
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songTime: totalPos,
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bpm: curBPM
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};
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bpmChangeMap.push(event);
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}
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var deltaSteps:Int = SongLoad.getSong()[i].lengthInSteps;
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totalSteps += deltaSteps;
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totalPos += ((60 / curBPM) * 1000 / 4) * deltaSteps;
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}
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}
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public static function mapTimeChanges(songTimeChanges:Array<SongTimeChange>)
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{
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timeChanges = [];
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for (currentTimeChange in songTimeChanges)
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{
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timeChanges.push(currentTimeChange);
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}
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trace('Done mapping time changes: ' + timeChanges);
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// Done.
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}
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/**
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* Given a time in milliseconds, return a time in steps.
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*/
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public static function getTimeInSteps(ms:Float):Int
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{
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if (timeChanges.length == 0)
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{
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// Assume a constant BPM equal to the forced value.
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return Math.floor(ms / stepCrochet);
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}
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else
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{
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var resultStep:Int = 0;
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var lastTimeChange:SongTimeChange = timeChanges[0];
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for (timeChange in timeChanges)
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{
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if (ms >= timeChange.timeStamp)
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{
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lastTimeChange = timeChange;
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resultStep = lastTimeChange.beatTime * 4;
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}
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else
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{
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// This time change is after the requested time.
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break;
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}
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}
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resultStep += Math.floor((ms - lastTimeChange.timeStamp) / stepCrochet);
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return resultStep;
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}
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}
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}
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