mirror of
https://github.com/FunkinCrew/Funkin.git
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674 lines
20 KiB
Haxe
674 lines
20 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.data.song.SongData.SongTimeChange;
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import funkin.data.song.SongDataUtils;
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import funkin.save.Save;
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import haxe.Timer;
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import flixel.sound.FlxSound;
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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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@:nullSafety
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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 current instance of the Conductor.
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* If one doesn't currently exist, a new one will be created.
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*
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* You can also do stuff like store a reference to the Conductor and pass it around or temporarily replace it,
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* or have a second Conductor running at the same time, or other weird stuff like that if you need to.
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*/
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public static var instance(get, never):Conductor;
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static var _instance:Null<Conductor> = null;
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/**
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* Signal fired when the current static Conductor instance advances to a new measure.
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*/
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public static var measureHit(default, null):FlxSignal = new FlxSignal();
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/**
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* Signal fired when THIS Conductor instance advances to a new measure.
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* TODO: This naming sucks but we can't make a static and instance field with the same name!
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*/
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public var onMeasureHit(default, null):FlxSignal = new FlxSignal();
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/**
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* Signal fired when the current Conductor instance advances to a new beat.
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*/
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public static var beatHit(default, null):FlxSignal = new FlxSignal();
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/**
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* Signal fired when THIS Conductor instance advances to a new beat.
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* TODO: This naming sucks but we can't make a static and instance field with the same name!
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*/
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public var onBeatHit(default, null):FlxSignal = new FlxSignal();
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/**
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* Signal fired when the current Conductor instance advances to a new step.
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*/
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public static var stepHit(default, null):FlxSignal = new FlxSignal();
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/**
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* Signal fired when THIS Conductor instance advances to a new step.
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* TODO: This naming sucks but we can't make a static and instance field with the same name!
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*/
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public var onStepHit(default, null):FlxSignal = new FlxSignal();
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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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var timeChanges:Array<SongTimeChange> = [];
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/**
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* The most recent time change for the current song position.
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*/
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public var currentTimeChange(default, null):Null<SongTimeChange>;
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/**
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* The current position in the song in milliseconds.
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* Update this every frame based on the audio position using `Conductor.instance.update()`.
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*/
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public var songPosition(default, null):Float = 0;
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var prevTimestamp:Float = 0;
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var prevTime: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 var bpm(get, never):Float;
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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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* Beats per minute of the current song at the start time.
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*/
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public var startingBPM(get, never):Float;
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function get_startingBPM():Float
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{
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if (bpmOverride != null) return bpmOverride;
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var timeChange = timeChanges[0];
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if (timeChange == null) return Constants.DEFAULT_BPM;
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return timeChange.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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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 var measureLengthMs(get, never):Float;
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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 (quarter note) in milliseconds. Calculated based on bpm.
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*/
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public var beatLengthMs(get, never):Float;
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function get_beatLengthMs():Float
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{
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// Tied directly to BPM.
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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 (sixtennth note) in milliseconds. Calculated based on bpm.
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*/
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public var stepLengthMs(get, never):Float;
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function get_stepLengthMs():Float
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{
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return beatLengthMs / timeSignatureNumerator;
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}
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/**
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* The numerator for the current time signature (the `3` in `3/4`).
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*/
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public var timeSignatureNumerator(get, never):Int;
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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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/**
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* The denominator for the current time signature (the `4` in `3/4`).
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*/
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public var timeSignatureDenominator(get, never):Int;
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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 var currentMeasure(default, null):Int = 0;
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/**
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* Current position in the song, in beats.
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*/
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public var currentBeat(default, null):Int = 0;
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/**
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* Current position in the song, in steps.
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*/
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public var currentStep(default, null):Int = 0;
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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 var currentMeasureTime(default, null):Float = 0;
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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 var currentBeatTime(default, null):Float = 0;
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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 var currentStepTime(default, null):Float = 0;
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/**
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* An offset tied to the current chart file to compensate for a delay in the instrumental.
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*/
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public var instrumentalOffset:Float = 0;
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/**
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* The instrumental offset, in terms of steps.
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*/
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public var instrumentalOffsetSteps(get, never):Float;
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function get_instrumentalOffsetSteps():Float
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{
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var startingStepLengthMs:Float = ((Constants.SECS_PER_MIN / startingBPM) * Constants.MS_PER_SEC) / timeSignatureNumerator;
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return instrumentalOffset / startingStepLengthMs;
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}
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/**
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* An offset tied to the file format of the audio file being played.
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*/
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public var formatOffset:Float = 0;
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/**
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* An offset set by the user to compensate for input lag.
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* No matter if you're using a local conductor or not, this always loads
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* to/from the save file
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*/
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public var inputOffset(get, set):Int;
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/**
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* An offset set by the user to compensate for audio/visual lag
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* No matter if you're using a local conductor or not, this always loads
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* to/from the save file
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*/
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public var audioVisualOffset(get, set):Int;
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function get_inputOffset():Int
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{
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return Save?.instance?.options?.inputOffset ?? 0;
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}
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function set_inputOffset(value:Int):Int
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{
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Save.instance.options.inputOffset = value;
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Save.instance.flush();
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return Save.instance.options.inputOffset;
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}
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function get_audioVisualOffset():Int
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{
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return Save?.instance?.options?.audioVisualOffset ?? 0;
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}
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function set_audioVisualOffset(value:Int):Int
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{
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Save.instance.options.audioVisualOffset = value;
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Save.instance.flush();
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return Save.instance.options.audioVisualOffset;
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}
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/**
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* The number of beats in a measure. May be fractional depending on the time signature.
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*/
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public var beatsPerMeasure(get, never):Float;
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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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/**
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* The number of steps in a measure.
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* TODO: I don't think this can be fractional?
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*/
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public var stepsPerMeasure(get, never):Int;
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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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/**
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* Reset the Conductor, replacing the current instance with a fresh one.
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*/
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public static function reset():Void
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{
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set_instance(new Conductor());
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}
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static function dispatchMeasureHit():Void
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{
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Conductor.measureHit.dispatch();
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}
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static function dispatchBeatHit():Void
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{
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Conductor.beatHit.dispatch();
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}
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static function dispatchStepHit():Void
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{
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Conductor.stepHit.dispatch();
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}
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static function setupSingleton(input:Conductor):Void
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{
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input.onMeasureHit.add(dispatchMeasureHit);
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input.onBeatHit.add(dispatchBeatHit);
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input.onStepHit.add(dispatchStepHit);
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}
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static function clearSingleton(input:Conductor):Void
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{
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input.onMeasureHit.remove(dispatchMeasureHit);
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input.onBeatHit.remove(dispatchBeatHit);
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input.onStepHit.remove(dispatchStepHit);
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}
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static function get_instance():Conductor
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{
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if (Conductor._instance == null) set_instance(new Conductor());
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if (Conductor._instance == null) throw "Could not initialize singleton Conductor!";
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return Conductor._instance;
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}
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static function set_instance(instance:Conductor):Conductor
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{
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// Use _instance in here to avoid recursion
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if (Conductor._instance != null) clearSingleton(Conductor._instance);
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Conductor._instance = instance;
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if (Conductor._instance != null) setupSingleton(Conductor._instance);
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return Conductor._instance;
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}
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/**
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* The constructor.
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*/
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public 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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* We should probably deprecate this in the future.
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*/
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public function forceBPM(?bpm:Float):Void
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{
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if (bpm != null)
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{
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trace('[CONDUCTOR] Forcing BPM to ${bpm}');
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}
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else
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{
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trace('[CONDUCTOR] Resetting BPM to default');
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}
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this.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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* @param applyOffsets If it should apply the instrumentalOffset + formatOffset + audioVisualOffset
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*/
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public function update(?songPos:Float, applyOffsets:Bool = true, forceDispatch:Bool = false)
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{
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if (songPos == null)
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{
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songPos = (FlxG.sound.music != null) ? FlxG.sound.music.time : 0.0;
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}
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// Take into account instrumental and file format song offsets.
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songPos += applyOffsets ? (instrumentalOffset + formatOffset + audioVisualOffset) : 0;
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var oldMeasure:Float = this.currentMeasure;
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var oldBeat:Float = this.currentBeat;
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var oldStep:Float = this.currentStep;
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// Set the song position we are at (for purposes of calculating note positions, etc).
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this.songPosition = songPos;
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currentTimeChange = timeChanges[0];
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if (this.songPosition > 0.0)
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{
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for (i in 0...timeChanges.length)
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{
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if (this.songPosition >= timeChanges[i].timeStamp) currentTimeChange = timeChanges[i];
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if (this.songPosition < timeChanges[i].timeStamp) break;
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}
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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 && this.songPosition > 0.0)
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{
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// roundDecimal prevents representing 8 as 7.9999999
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this.currentStepTime = FlxMath.roundDecimal((currentTimeChange.beatTime * 4) + (this.songPosition - currentTimeChange.timeStamp) / stepLengthMs, 6);
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this.currentBeatTime = currentStepTime / Constants.STEPS_PER_BEAT;
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this.currentMeasureTime = currentStepTime / stepsPerMeasure;
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this.currentStep = Math.floor(currentStepTime);
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this.currentBeat = Math.floor(currentBeatTime);
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this.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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this.currentStepTime = FlxMath.roundDecimal((songPosition / stepLengthMs), 4);
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this.currentBeatTime = currentStepTime / Constants.STEPS_PER_BEAT;
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this.currentMeasureTime = currentStepTime / stepsPerMeasure;
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this.currentStep = Math.floor(currentStepTime);
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this.currentBeat = Math.floor(currentBeatTime);
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this.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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this.onStepHit.dispatch();
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}
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if (currentBeat != oldBeat)
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{
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this.onBeatHit.dispatch();
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}
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if (currentMeasure != oldMeasure)
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{
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this.onMeasureHit.dispatch();
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}
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// only update the timestamp if songPosition actually changed
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// which it doesn't do every frame!
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if (prevTime != this.songPosition)
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{
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// Update the timestamp for use in-between frames
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prevTime = this.songPosition;
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prevTimestamp = Std.int(Timer.stamp() * 1000);
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}
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}
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/**
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* Can be called in-between frames, usually for input related things
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* that can potentially get processed on exact milliseconds/timestmaps.
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* If you need song position, use `Conductor.instance.songPosition` instead
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* for use in update() related functions.
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* @param soundToCheck Which FlxSound object to check, defaults to FlxG.sound.music if no input
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* @return Float
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*/
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public function getTimeWithDiff(?soundToCheck:FlxSound):Float
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{
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if (soundToCheck == null) soundToCheck = FlxG.sound.music;
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// trace(this.songPosition);
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@:privateAccess
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this.songPosition = soundToCheck._channel.position;
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// return this.songPosition + (Std.int(Timer.stamp() * 1000) - prevTimestamp);
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// trace("\t--> " + this.songPosition);
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return this.songPosition;
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}
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/**
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* Apply the `SongTimeChange` data from the song metadata to this Conductor.
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* @param songTimeChanges The SongTimeChanges.
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*/
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public function mapTimeChanges(songTimeChanges:Array<SongTimeChange>):Void
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{
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timeChanges = [];
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// Sort in place just in case it's out of order.
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SongDataUtils.sortTimeChanges(songTimeChanges);
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for (songTimeChange 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 (songTimeChange.timeStamp < 0.0) songTimeChange.timeStamp = 0.0;
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if (songTimeChange.timeStamp <= 0.0)
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{
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songTimeChange.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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songTimeChange.beatTime = 0.0;
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if (songTimeChange.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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songTimeChange.beatTime = FlxMath.roundDecimal(prevTimeChange.beatTime
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+ ((songTimeChange.timeStamp - prevTimeChange.timeStamp) * prevTimeChange.bpm / Constants.SECS_PER_MIN / Constants.MS_PER_SEC),
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4);
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}
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}
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timeChanges.push(songTimeChange);
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}
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if (timeChanges.length > 0)
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{
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trace('Done mapping time changes: ${timeChanges}');
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}
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// Update currentStepTime
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this.update(this.songPosition, false);
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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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* @param ms The time in milliseconds.
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* @return The time in steps.
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*/
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public 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;
|
|
}
|
|
}
|
|
|
|
var lastStepLengthMs:Float = ((Constants.SECS_PER_MIN / lastTimeChange.bpm) * Constants.MS_PER_SEC) / timeSignatureNumerator;
|
|
var resultFractionalStep:Float = (ms - lastTimeChange.timeStamp) / lastStepLengthMs;
|
|
resultStep += resultFractionalStep;
|
|
|
|
return resultStep;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Given a time in steps and fractional steps, return a time in milliseconds.
|
|
* @param stepTime The time in steps.
|
|
* @return The time in milliseconds.
|
|
*/
|
|
public function getStepTimeInMs(stepTime:Float):Float
|
|
{
|
|
if (timeChanges.length == 0)
|
|
{
|
|
// Assume a constant BPM equal to the forced value.
|
|
return stepTime * stepLengthMs;
|
|
}
|
|
else
|
|
{
|
|
var resultMs:Float = 0;
|
|
|
|
var lastTimeChange:SongTimeChange = timeChanges[0];
|
|
for (timeChange in timeChanges)
|
|
{
|
|
if (stepTime >= timeChange.beatTime * 4)
|
|
{
|
|
lastTimeChange = timeChange;
|
|
resultMs = lastTimeChange.timeStamp;
|
|
}
|
|
else
|
|
{
|
|
// This time change is after the requested time.
|
|
break;
|
|
}
|
|
}
|
|
|
|
var lastStepLengthMs:Float = ((Constants.SECS_PER_MIN / lastTimeChange.bpm) * Constants.MS_PER_SEC) / timeSignatureNumerator;
|
|
resultMs += (stepTime - lastTimeChange.beatTime * 4) * lastStepLengthMs;
|
|
|
|
return resultMs;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Given a time in beats and fractional beats, return a time in milliseconds.
|
|
* @param beatTime The time in beats.
|
|
* @return The time in milliseconds.
|
|
*/
|
|
public function getBeatTimeInMs(beatTime:Float):Float
|
|
{
|
|
if (timeChanges.length == 0)
|
|
{
|
|
// Assume a constant BPM equal to the forced value.
|
|
return beatTime * stepLengthMs * Constants.STEPS_PER_BEAT;
|
|
}
|
|
else
|
|
{
|
|
var resultMs:Float = 0;
|
|
|
|
var lastTimeChange:SongTimeChange = timeChanges[0];
|
|
for (timeChange in timeChanges)
|
|
{
|
|
if (beatTime >= timeChange.beatTime)
|
|
{
|
|
lastTimeChange = timeChange;
|
|
resultMs = lastTimeChange.timeStamp;
|
|
}
|
|
else
|
|
{
|
|
// This time change is after the requested time.
|
|
break;
|
|
}
|
|
}
|
|
|
|
var lastStepLengthMs:Float = ((Constants.SECS_PER_MIN / lastTimeChange.bpm) * Constants.MS_PER_SEC) / timeSignatureNumerator;
|
|
resultMs += (beatTime - lastTimeChange.beatTime) * lastStepLengthMs * Constants.STEPS_PER_BEAT;
|
|
|
|
return resultMs;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Adds Conductor fields to the Flixel debugger variable display.
|
|
* @param conductorToUse The conductor to use. Defaults to `Conductor.instance`.
|
|
*/
|
|
public static function watchQuick(?target:Conductor):Void
|
|
{
|
|
if (target == null) target = Conductor.instance;
|
|
|
|
FlxG.watch.addQuick('songPosition', target.songPosition);
|
|
FlxG.watch.addQuick('bpm', target.bpm);
|
|
FlxG.watch.addQuick('currentMeasureTime', target.currentMeasureTime);
|
|
FlxG.watch.addQuick('currentBeatTime', target.currentBeatTime);
|
|
FlxG.watch.addQuick('currentStepTime', target.currentStepTime);
|
|
}
|
|
}
|