Integration of Jukebox Library (#451)

* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing
This commit is contained in:
minenice55
2023-06-10 15:13:29 -04:00
committed by GitHub
parent b7afd697ce
commit bb2ae74339
176 changed files with 4868 additions and 3013 deletions

View File

@ -3,6 +3,8 @@ using System.Collections.Generic;
using UnityEngine;
using Starpelly;
using Jukebox;
using Jukebox.Legacy;
namespace HeavenStudio
{
@ -14,10 +16,12 @@ namespace HeavenStudio
public float songBpm;
// The number of seconds for each song beat
public float secPerBeat;
public float secPerBeat => (float)secPerBeatAsDouble;
public double secPerBeatAsDouble;
// The number of seconds for each song beat, inversely scaled to song pitch (higer pitch = shorter time)
public float pitchedSecPerBeat => (secPerBeat / SongPitch);
public float pitchedSecPerBeat => (float)pitchedSecPerBeatAsDouble;
public double pitchedSecPerBeatAsDouble => (secPerBeat / SongPitch);
// Current song position, in seconds
private double songPos; // for Conductor use only
@ -31,12 +35,14 @@ namespace HeavenStudio
// Current time of the song
private double time;
double lastAbsTime;
double dspTime, lastDspTime;
double absTime, lastAbsTime;
// the dspTime we started at
private double dspStartTime;
public double dspStartTimeAsDouble => dspStartTime;
private double dspStart;
private float dspStartTime => (float)dspStart;
public double dspStartTimeAsDouble => dspStart;
DateTime startTime;
//the beat we started at
private double startBeat;
@ -46,7 +52,7 @@ namespace HeavenStudio
public AudioSource musicSource;
// The offset to the first beat of the song in seconds
public float firstBeatOffset;
public double firstBeatOffset;
// Conductor instance
public static Conductor instance;
@ -58,7 +64,7 @@ namespace HeavenStudio
public bool isPaused;
// Last reported beat based on song position
private float lastReportedBeat = 0f;
private double lastReportedBeat = 0f;
// Metronome tick sound enabled
public bool metronome = false;
@ -68,6 +74,8 @@ namespace HeavenStudio
private float timelinePitch = 1f;
private float minigamePitch = 1f;
public float SongPitch { get => isPaused ? 0f : (timelinePitch * minigamePitch); }
private float musicScheduledPitch = 1f;
private double musicScheduledTime = 0;
public void SetTimelinePitch(float pitch)
{
@ -105,84 +113,60 @@ namespace HeavenStudio
public void Play(double beat)
{
if (isPlaying) return;
var chart = GameManager.instance.Beatmap;
double offset = chart.data.offset;
bool negativeOffset = offset < 0;
double dspTime = AudioSettings.dspTime;
GameManager.instance.SortEventsList();
bool negativeOffset = firstBeatOffset < 0f;
bool negativeStartTime = false;
// Debug.Log("starting playback @ beat " + beat + ", offset is " + firstBeatOffset);
double startPos = GetSongPosFromBeat(beat);
time = startPos;
var startPos = GetSongPosFromBeat(beat);
if (negativeOffset)
if (musicSource.clip != null && startPos < musicSource.clip.length - offset)
{
time = startPos;
}
else
{
negativeStartTime = startPos - firstBeatOffset < 0f;
if (negativeStartTime)
time = startPos - firstBeatOffset;
// https://www.desmos.com/calculator/81ywfok6xk
double musicStartDelay = -offset - startPos;
if (musicStartDelay > 0)
{
musicSource.time = 0;
// this can break if the user changes pitch before the audio starts playing
musicScheduledTime = dspTime + musicStartDelay / SongPitch;
musicScheduledPitch = SongPitch;
musicSource.PlayScheduled(musicScheduledTime);
}
else
time = startPos;
{
musicSource.time = (float)-musicStartDelay;
musicSource.PlayScheduled(dspTime);
}
}
//TODO: make this take into account past tempo changes
songPosBeat = GetBeatFromSongPos(time - firstBeatOffset);
// Debug.Log("corrected starting playback @ beat " + songPosBeat);
songPosBeat = GetBeatFromSongPos(time);
startTime = DateTime.Now;
lastAbsTime = (DateTime.Now - startTime).TotalSeconds;
lastDspTime = AudioSettings.dspTime;
dspStart = dspTime;
startBeat = songPosBeat;
isPlaying = true;
isPaused = false;
if (SongPosLessThanClipLength(startPos))
{
if (negativeOffset)
{
var musicStartTime = startPos + firstBeatOffset;
if (musicStartTime < 0f)
{
musicSource.time = (float) startPos;
musicSource.PlayScheduled(AudioSettings.dspTime - firstBeatOffset / SongPitch);
}
else
{
musicSource.time = (float) musicStartTime;
musicSource.PlayScheduled(AudioSettings.dspTime);
}
}
else
{
if (negativeStartTime)
{
musicSource.time = (float) startPos;
}
else
{
musicSource.time = (float) startPos + firstBeatOffset;
}
musicSource.PlayScheduled(AudioSettings.dspTime);
}
}
lastAbsTime = Time.realtimeSinceStartupAsDouble;
dspStartTime = AudioSettings.dspTime;
startBeat = beat;
// GameManager.instance.SetCurrentEventToClosest(songPositionInBeats);
}
public void Pause()
{
if (!isPlaying) return;
isPlaying = false;
isPaused = true;
musicSource.Pause();
}
public void Stop(float time)
public void Stop(double time)
{
this.time = time;
songPos = time;
songPosBeat = 0;
isPlaying = false;
@ -190,31 +174,61 @@ namespace HeavenStudio
musicSource.Stop();
}
float test;
double deltaTimeReal { get {
double ret = absTime - lastAbsTime;
lastAbsTime = absTime;
return ret;
}}
double deltaTimeDsp { get {
double ret = dspTime - lastDspTime;
lastDspTime = dspTime;
return ret;
}}
public void Update()
{
if (isPlaying)
{
double absTime = Time.realtimeSinceStartupAsDouble;
double dt = (absTime - lastAbsTime) * SongPitch;
lastAbsTime = absTime;
if (AudioSettings.dspTime < musicScheduledTime && musicScheduledPitch != SongPitch)
{
if (SongPitch == 0f)
{
musicSource.Pause();
}
else
{
if (musicScheduledPitch == 0f)
musicSource.UnPause();
musicScheduledPitch = SongPitch;
time += dt;
musicScheduledTime = (AudioSettings.dspTime + (-GameManager.instance.Beatmap.data.offset - songPositionAsDouble)/(double)SongPitch);
musicSource.SetScheduledStartTime(musicScheduledTime);
}
}
absTime = (DateTime.Now - startTime).TotalSeconds;
dspTime = AudioSettings.dspTime - dspStart;
double dt = deltaTimeReal;
//todo: dspTime to sync with audio thread in case of drift
time += dt * SongPitch;
songPos = time;
songPosBeat = GetBeatFromSongPos(songPos - firstBeatOffset);
}
}
public void LateUpdate()
{
if (metronome && isPlaying)
{
if (ReportBeat(ref lastReportedBeat))
{
metronomeSound = Util.Jukebox.PlayOneShot("metronome", lastReportedBeat);
metronomeSound = Util.SoundByte.PlayOneShot("metronome", lastReportedBeat);
}
else if (songPositionInBeats < lastReportedBeat)
{
@ -231,7 +245,7 @@ namespace HeavenStudio
}
}
public bool ReportBeat(ref float lastReportedBeat, float offset = 0, bool shiftBeatToOffset = true)
public bool ReportBeat(ref double lastReportedBeat, double offset = 0, bool shiftBeatToOffset = true)
{
bool result = songPositionInBeats + (shiftBeatToOffset ? offset : 0f) >= (lastReportedBeat) + 1f;
if (result)
@ -250,15 +264,15 @@ namespace HeavenStudio
return Mathf.Repeat((songPositionInBeats / length) + beatOffset, 1);
}
public float GetPositionFromBeat(float startBeat, float length)
public float GetPositionFromBeat(double startBeat, double length)
{
float a = Mathp.Normalize(songPositionInBeats, startBeat, startBeat + length);
float a = Mathp.Normalize(songPositionInBeats, (float)startBeat, (float)(startBeat + length));
return a;
}
public float GetBeatFromPosition(float position, float startBeat, float length)
{
return Mathp.DeNormalize(position, startBeat, startBeat + length);
return Mathp.DeNormalize(position, (float)startBeat, (float)(startBeat + length));
}
public float GetPositionFromMargin(float targetBeat, float margin)
@ -271,26 +285,26 @@ namespace HeavenStudio
return GetBeatFromPosition(position, targetBeat - margin, margin);
}
private List<DynamicBeatmap.TempoChange> GetSortedTempoChanges(DynamicBeatmap chart)
private List<RiqEntity> GetSortedTempoChanges()
{
GameManager.instance.SortEventsList();
return GameManager.instance.Beatmap.tempoChanges;
return GameManager.instance.Beatmap.TempoChanges;
}
public float GetBpmAtBeat(float beat)
public float GetBpmAtBeat(double beat)
{
var chart = GameManager.instance.Beatmap;
if (chart.tempoChanges.Count == 0)
return chart.bpm;
float bpm = chart.bpm;
if (chart.TempoChanges.Count == 0)
return 120f;
float bpm = chart.TempoChanges[0]["tempo"];
foreach (DynamicBeatmap.TempoChange t in chart.tempoChanges)
foreach (RiqEntity t in chart.TempoChanges)
{
if (t.beat > beat)
{
break;
}
bpm = t.tempo;
bpm = t["tempo"];
}
return bpm;
@ -299,13 +313,13 @@ namespace HeavenStudio
public double GetSongPosFromBeat(double beat)
{
var chart = GameManager.instance.Beatmap;
float bpm = chart.bpm;
float bpm = 120f;
double counter = 0f;
float lastTempoChangeBeat = 0f;
double lastTempoChangeBeat = 0f;
foreach (DynamicBeatmap.TempoChange t in chart.tempoChanges)
foreach (RiqEntity t in chart.TempoChanges)
{
if (t.beat > beat)
{
@ -313,7 +327,7 @@ namespace HeavenStudio
}
counter += (t.beat - lastTempoChangeBeat) * 60/bpm;
bpm = t.tempo;
bpm = t["tempo"];
lastTempoChangeBeat = t.beat;
}
@ -336,9 +350,9 @@ namespace HeavenStudio
{
double lastTempoChangeBeat = 0f;
double counterSeconds = -firstBeatOffset;
float lastBpm = GameManager.instance.Beatmap.bpm;
float lastBpm = 120f;
foreach (DynamicBeatmap.TempoChange t in GameManager.instance.Beatmap.tempoChanges)
foreach (RiqEntity t in GameManager.instance.Beatmap.TempoChanges)
{
double beatToNext = t.beat - lastTempoChangeBeat;
double secToNext = BeatsToSecs(beatToNext, lastBpm);
@ -348,7 +362,7 @@ namespace HeavenStudio
break;
lastTempoChangeBeat = t.beat;
lastBpm = t.tempo;
lastBpm = t["tempo"];
counterSeconds = nextSecs;
}
return lastTempoChangeBeat + SecsToBeats(seconds - counterSeconds, lastBpm);
@ -356,7 +370,7 @@ namespace HeavenStudio
//
// convert real seconds to beats
public float GetRestFromRealTime(float seconds)
public double GetRestFromRealTime(double seconds)
{
return seconds/pitchedSecPerBeat;
}
@ -364,7 +378,7 @@ namespace HeavenStudio
public void SetBpm(float bpm)
{
this.songBpm = bpm;
secPerBeat = 60f / songBpm;
secPerBeatAsDouble = 60.0 / songBpm;
}
public void SetVolume(float percent)
@ -374,22 +388,19 @@ namespace HeavenStudio
public float SongLengthInBeats()
{
if (!musicSource.clip) return 0;
return (float) GetBeatFromSongPos(musicSource.clip.length);
return (float)SongLengthInBeatsAsDouble();
}
public bool SongPosLessThanClipLength(float t)
public double SongLengthInBeatsAsDouble()
{
if (musicSource.clip != null)
return t < musicSource.clip.length;
else
return false;
if (!musicSource.clip) return 0;
return GetBeatFromSongPos(musicSource.clip.length - firstBeatOffset);
}
public bool SongPosLessThanClipLength(double t)
{
if (musicSource.clip != null)
return t < musicSource.clip.length;
return t < musicSource.clip.length - firstBeatOffset;
else
return false;
}