Beatmap Sections & Latency Reduction (#170)

* prep UI for chart section

* all special layers now on one area

todo: have buttons toggle between special layers  (selection mode shows all?), use the tabs system for this

* swapping between special timelines - prelim

* special entities can be placed

* spec. timeline base functions complete

music volume changes should work now

* attempt at input lag reduction

needs testing

* fix dsp issues

* smaller DSP buffer?

* Revert "smaller DSP buffer?"

This reverts commit 9d36db5ff9.

* make conductor clock use real time (double)

change order of execution of input-related scripts to further attempt a reduction in input latency

* start values can be changed

make the old special entity bar visible when the corresponding type is selected

* creation of Chart Sections (TODO: GO REFERENCE)

* added GO references

* section edit dialog

* disable wrapping on chart section obj

* backspace can now delete entities

* entities don't shift when duplicated

* fix PlayerActionEvent order of operations

- fixed remix loading trying to clear special timeline while it's writing to itself

* make oop check match parity

* more operation order fix

* fix Karate Man BG initialization

* show section progress in editor

todo: section progress in-game

* more fix for entity duping
This commit is contained in:
minenice55
2022-09-18 16:48:14 -04:00
committed by GitHub
parent 5992004556
commit bccd88e164
51 changed files with 5944 additions and 1129 deletions

View File

@ -31,6 +31,8 @@ namespace HeavenStudio
// Current time of the song
private float time;
double lastAbsTime;
// an AudioSource attached to this GameObject that will play the music.
public AudioSource musicSource;
@ -140,6 +142,7 @@ namespace HeavenStudio
musicSource.PlayScheduled(AudioSettings.dspTime);
}
}
lastAbsTime = Time.realtimeSinceStartupAsDouble;
// GameManager.instance.SetCurrentEventToClosest(songPositionInBeats);
}
@ -172,7 +175,9 @@ namespace HeavenStudio
if (isPlaying)
{
var dt = Time.unscaledDeltaTime * musicSource.pitch;
double absTime = Time.realtimeSinceStartupAsDouble;
float dt = (float) (absTime - lastAbsTime) * musicSource.pitch;
lastAbsTime = absTime;
time += dt;
@ -344,7 +349,7 @@ namespace HeavenStudio
secPerBeat = 60f / songBpm;
}
public void SetVolume(int percent)
public void SetVolume(float percent)
{
musicSource.volume = percent / 100f;
}