mirror of
https://github.com/FunkinCrew/Funkin.git
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219 lines
5 KiB
Haxe
219 lines
5 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 = 100;
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static function get_bpm():Float
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{
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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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// 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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public static var currentBeat(get, null):Int;
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static function get_currentBeat():Int
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{
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return currentBeat;
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}
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public static var currentStep(get, null):Int;
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static function get_currentStep():Int
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{
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return currentStep;
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}
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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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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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public static function forceBPM(bpm:Float)
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{
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// TODO: Get rid of this and use song metadata instead.
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Conductor.bpm = 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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public static function update(songPosition:Float)
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{
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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)
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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
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{
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currentStep = Math.floor((currentTimeChange.beatTime * 4) + (songPosition - currentTimeChange.timeStamp) / stepCrochet);
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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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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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trace("new BPM map BUDDY " + bpmChangeMap);
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}
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public static function mapTimeChanges(currentChart:SongDifficulty)
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{
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var songTimeChanges:Array<SongTimeChange> = currentChart.timeChanges;
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timeChanges = [];
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for (currentTimeChange in songTimeChanges)
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{
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// var prevTimeChange:SongTimeChange = timeChanges.length == 0 ? null : timeChanges[timeChanges.length - 1];
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/*
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if (prevTimeChange != null)
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{
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var deltaTime:Float = currentTimeChange.timeStamp - prevTimeChange.timeStamp;
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var deltaSteps:Int = Math.round(deltaTime / (60 / prevTimeChange.bpm) * 1000 / 4);
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currentTimeChange.stepTime = prevTimeChange.stepTime + deltaSteps;
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}
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else
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{
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// We know the time and steps of this time change is 0, since this is the first time change.
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currentTimeChange.stepTime = 0;
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}
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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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