mirror of
https://github.com/FunkinCrew/Funkin.git
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334 lines
9.8 KiB
Haxe
334 lines
9.8 KiB
Haxe
package funkin;
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import funkin.util.Constants;
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import flixel.util.FlxSignal;
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import flixel.math.FlxMath;
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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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/**
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* A core class which handles musical timing throughout the game,
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* both in gameplay and in menus.
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*/
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class Conductor
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{
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// onBeatHit is called every quarter note
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// onStepHit is called every sixteenth note
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// 4/4 = 4 beats per measure = 16 steps per measure
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// 120 BPM = 120 quarter notes per minute = 2 onBeatHit per second
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// 120 BPM = 480 sixteenth notes per minute = 8 onStepHit per second
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// 60 BPM = 60 quarter notes per minute = 1 onBeatHit per second
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// 60 BPM = 240 sixteenth notes per minute = 4 onStepHit per second
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// 3/4 = 3 beats per measure = 12 steps per measure
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// (IDENTICAL TO 4/4 but shorter measure length)
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// 120 BPM = 120 quarter notes per minute = 2 onBeatHit per second
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// 120 BPM = 480 sixteenth notes per minute = 8 onStepHit per second
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// 60 BPM = 60 quarter notes per minute = 1 onBeatHit per second
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// 60 BPM = 240 sixteenth notes per minute = 4 onStepHit per second
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// 7/8 = 3.5 beats per measure = 14 steps per measure
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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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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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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 = 0;
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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) return bpmOverride;
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if (currentTimeChange == null) return Constants.DEFAULT_BPM;
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return currentTimeChange.bpm;
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}
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/**
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* The current value set by `forceBPM`.
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* If false, BPM is determined by time changes.
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*/
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static var bpmOverride:Null<Float> = null;
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/**
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* Duration of a measure in milliseconds. Calculated based on bpm.
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*/
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public static var measureLengthMs(get, null):Float;
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static function get_measureLengthMs():Float
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{
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return beatLengthMs * timeSignatureNumerator;
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}
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/**
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* Duration of a beat 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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return ((Constants.SECS_PER_MIN / bpm) * Constants.MS_PER_SEC);
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}
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/**
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* Duration of a step (quarter) 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 / timeSignatureNumerator;
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}
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public static var timeSignatureNumerator(get, null):Int;
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static function get_timeSignatureNumerator():Int
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{
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if (currentTimeChange == null) return Constants.DEFAULT_TIME_SIGNATURE_NUM;
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return currentTimeChange.timeSignatureNum;
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}
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public static var timeSignatureDenominator(get, null):Int;
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static function get_timeSignatureDenominator():Int
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{
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if (currentTimeChange == null) return Constants.DEFAULT_TIME_SIGNATURE_DEN;
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return currentTimeChange.timeSignatureDen;
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}
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/**
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* Current position in the song, in measures.
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*/
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public static var currentMeasure(default, null):Int;
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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 measures and fractions of a measure.
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*/
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public static var currentMeasureTime(default, null):Float;
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/**
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* Current position in the song, in beats and fractions of a measure.
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*/
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public static var currentBeatTime(default, null):Float;
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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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public static var beatsPerMeasure(get, null):Float;
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static function get_beatsPerMeasure():Float
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{
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// NOTE: Not always an integer, for example 7/8 is 3.5 beats per measure
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return stepsPerMeasure / Constants.STEPS_PER_BEAT;
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}
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public static var stepsPerMeasure(get, null):Int;
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static function get_stepsPerMeasure():Int
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{
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// TODO: Is this always an integer?
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return Std.int(timeSignatureNumerator / timeSignatureDenominator * Constants.STEPS_PER_BEAT * Constants.STEPS_PER_BEAT);
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}
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function new() {}
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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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* 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,
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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 = null)
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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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trace('[CONDUCTOR] Resetting BPM to default');
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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) songPosition = (FlxG.sound.music != null) ? FlxG.sound.music.time + Conductor.offset : 0.0;
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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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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) currentTimeChange = timeChanges[i];
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if (songPosition < timeChanges[i].timeStamp) break;
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}
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if (currentTimeChange == null && bpmOverride == null && FlxG.sound.music != 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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// roundDecimal prevents representing 8 as 7.9999999
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currentStepTime = FlxMath.roundDecimal((currentTimeChange.beatTime * 4) + (songPosition - currentTimeChange.timeStamp) / stepLengthMs, 6);
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currentBeatTime = currentStepTime / Constants.STEPS_PER_BEAT;
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currentMeasureTime = currentStepTime / stepsPerMeasure;
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currentStep = Math.floor(currentStepTime);
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currentBeat = Math.floor(currentBeatTime);
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currentMeasure = Math.floor(currentMeasureTime);
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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 = FlxMath.roundDecimal((songPosition / stepLengthMs), 4);
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currentBeatTime = currentStepTime / Constants.STEPS_PER_BEAT;
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currentMeasureTime = currentStepTime / stepsPerMeasure;
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currentStep = Math.floor(currentStepTime);
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currentBeat = Math.floor(currentBeatTime);
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currentMeasure = Math.floor(currentMeasureTime);
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}
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// FlxSignals are really cool.
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if (currentStep != oldStep)
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{
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stepHit.dispatch();
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}
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if (currentBeat != oldBeat)
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{
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beatHit.dispatch();
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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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// TODO: Maybe handle this different?
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// Do we care about BPM at negative timestamps?
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// Without any custom handling, `currentStepTime` becomes non-zero at `songPosition = 0`.
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if (currentTimeChange.timeStamp < 0.0) currentTimeChange.timeStamp = 0.0;
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if (currentTimeChange.beatTime == null)
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{
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if (currentTimeChange.timeStamp <= 0.0)
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{
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currentTimeChange.beatTime = 0.0;
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}
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else
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{
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// Calculate the beat time of this timestamp.
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currentTimeChange.beatTime = 0.0;
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if (currentTimeChange.timeStamp > 0.0 && timeChanges.length > 0)
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{
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var prevTimeChange:SongTimeChange = timeChanges[timeChanges.length - 1];
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currentTimeChange.beatTime = prevTimeChange.beatTime
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+ ((currentTimeChange.timeStamp - prevTimeChange.timeStamp) * prevTimeChange.bpm / Constants.SECS_PER_MIN / Constants.MS_PER_SEC);
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}
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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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// Update currentStepTime
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Conductor.update(Conductor.songPosition);
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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):Float
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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 / stepLengthMs);
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}
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else
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{
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var resultStep:Float = 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) / stepLengthMs);
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return resultStep;
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}
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}
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public static function reset():Void
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{
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beatHit.removeAll();
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stepHit.removeAll();
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mapTimeChanges([]);
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forceBPM(null);
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update(0);
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}
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}
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