move common PlayTicks code into GameplayAssist

This commit is contained in:
Chris Danford
2007-01-25 00:50:57 +00:00
parent c93f83c0ac
commit 253461000c
8 changed files with 148 additions and 77 deletions
+82
View File
@@ -0,0 +1,82 @@
#include "global.h"
#include "GameplayAssist.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "RageSoundManager.h"
#include "CommonMetrics.h"
#include "song.h"
#include "NoteData.h"
void GameplayAssist::Init()
{
m_soundAssistTick.Load( THEME->GetPathS("ScreenEdit","assist tick"), true );
}
void GameplayAssist::PlayTicks( const NoteData &nd )
{
if( !GAMESTATE->m_SongOptions.GetStage().m_bAssistTick )
return;
/* Sound cards have a latency between when a sample is Play()ed and when the sound
* will start coming out the speaker. Compensate for this by boosting fPositionSeconds
* ahead. This is just to make sure that we request the sound early enough for it to
* come out on time; the actual precise timing is handled by SetStartTime. */
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
fPositionSeconds += SOUNDMAN->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
const float fSongBeat = GAMESTATE->m_pCurSong->m_Timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
const int iSongRow = max( 0, BeatToNoteRowNotRounded( fSongBeat ) );
static int iRowLastCrossed = -1;
if( iSongRow < iRowLastCrossed )
iRowLastCrossed = iSongRow;
int iTickRow = -1;
// for each index we crossed since the last update:
FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( nd, r, iRowLastCrossed+1, iSongRow+1 )
if( nd.IsThereATapOrHoldHeadAtRow( r ) )
iTickRow = r;
iRowLastCrossed = iSongRow;
if( iTickRow != -1 )
{
const float fTickBeat = NoteRowToBeat( iTickRow );
const float fTickSecond = GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds;
fSecondsUntil /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; /* 2x music rate means the time until the tick is halved */
RageSoundParams p;
p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
m_soundAssistTick.Play( &p );
}
}
void GameplayAssist::StopPlaying()
{
m_soundAssistTick.StopPlaying();
}
/*
* (c) 2003-2006 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
+46
View File
@@ -0,0 +1,46 @@
/* GameplayAssist - Encapsulate playing of handclap and metronome. */
#ifndef GameplayAssist_H
#define GameplayAssist_H
#include "RageSound.h"
class NoteData;
class GameplayAssist
{
public:
void Init();
void PlayTicks( const NoteData &nd );
void StopPlaying();
private:
RageSound m_soundAssistTick;
};
#endif
/*
* (c) 2003-2006 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
+1
View File
@@ -102,6 +102,7 @@ EnumHelper.cpp EnumHelper.h \
Font.cpp Font.h \
FontCharAliases.cpp FontCharAliases.h \
FontCharmaps.cpp FontCharmaps.h Game.cpp Game.h GameCommand.cpp GameCommand.h \
GameplayAssist.cpp GameplayAssist.h \
GameConstantsAndTypes.cpp GameConstantsAndTypes.h \
GamePreferences.cpp GamePreferences.h \
GameInput.cpp GameInput.h Grade.cpp Grade.h \
+4 -36
View File
@@ -771,7 +771,7 @@ void ScreenEdit::Init()
m_soundValueDecrease.Load( THEME->GetPathS("ScreenEdit","value decrease"), true );
m_soundSwitchSteps.Load( THEME->GetPathS("ScreenEdit","switch steps") );
m_soundSave.Load( THEME->GetPathS("ScreenEdit","save") );
m_soundAssistTick.Load( THEME->GetPathS("ScreenEdit","assist tick"), true );
m_GameplayAssist.Init();
m_soundMusic.Load( m_pSong->GetMusicPath() );
@@ -804,42 +804,10 @@ void ScreenEdit::EndScreen()
// play assist ticks
void ScreenEdit::PlayTicks()
{
if( !GAMESTATE->m_SongOptions.GetStage().m_bAssistTick || m_EditState != STATE_PLAYING )
if( m_EditState != STATE_PLAYING )
return;
/* Sound cards have a latency between when a sample is Play()ed and when the sound
* will start coming out the speaker. Compensate for this by boosting fPositionSeconds
* ahead. This is just to make sure that we request the sound early enough for it to
* come out on time; the actual precise timing is handled by SetStartTime. */
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
fPositionSeconds += SOUNDMAN->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
const float fSongBeat = GAMESTATE->m_pCurSong->m_Timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
const int iSongRow = max( 0, BeatToNoteRowNotRounded( fSongBeat ) );
static int iRowLastCrossed = -1;
if( iSongRow < iRowLastCrossed )
iRowLastCrossed = iSongRow;
int iTickRow = -1;
const NoteData &nd = m_Player->GetNoteData();
// for each index we crossed since the last update:
FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( nd, r, iRowLastCrossed+1, iSongRow+1 )
if( nd.IsThereATapOrHoldHeadAtRow( r ) )
iTickRow = r;
iRowLastCrossed = iSongRow;
if( iTickRow != -1 )
{
const float fTickBeat = NoteRowToBeat( iTickRow );
const float fTickSecond = GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds;
fSecondsUntil /= m_soundMusic.GetPlaybackRate(); /* 2x music rate means the time until the tick is halved */
RageSoundParams p;
p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
m_soundAssistTick.Play( &p );
}
m_GameplayAssist.PlayTicks( m_Player->GetNoteData() );
}
void ScreenEdit::PlayPreviewMusic()
@@ -2136,7 +2104,7 @@ void ScreenEdit::TransitionEditState( EditState em )
/* If we're playing music, sample music or assist ticks when changing modes, stop. */
SOUND->StopMusic();
m_soundMusic.StopPlaying();
m_soundAssistTick.StopPlaying();
m_GameplayAssist.StopPlaying();
GAMESTATE->m_bGameplayLeadIn.Set( true );
if( bStateChanging )
+2 -1
View File
@@ -16,6 +16,7 @@
#include "ThemeMetric.h"
#include "PlayerState.h"
#include "GameInput.h"
#include "GameplayAssist.h"
#include <map>
@@ -278,7 +279,7 @@ protected:
float m_fBeatToReturnTo;
RageSound m_soundMusic;
RageSound m_soundAssistTick;
GameplayAssist m_GameplayAssist;
ThemeMetric<EditMode> EDIT_MODE;
+5 -39
View File
@@ -746,7 +746,7 @@ void ScreenGameplay::Init()
m_textDebug.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // just under transitions, over the foreground
this->AddChild( &m_textDebug );
m_soundAssistTick.Load( THEME->GetPathS(m_sName,"assist tick"), true );
m_GameplayAssist.Init();
if( GAMESTATE->IsAnExtraStage() ) // only load if we're going to use it
{
@@ -913,7 +913,7 @@ ScreenGameplay::~ScreenGameplay()
if( m_pSoundMusic )
m_pSoundMusic->StopPlaying();
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
m_GameplayAssist.StopPlaying();
NSMAN->ReportSongOver();
}
@@ -1399,43 +1399,9 @@ void ScreenGameplay::PauseGame( bool bPause, GameController gc )
// play assist ticks
void ScreenGameplay::PlayTicks()
{
if( !GAMESTATE->m_SongOptions.GetCurrent().m_bAssistTick )
return;
/* Sound cards have a latency between when a sample is Play()ed and when the sound
* will start coming out the speaker. Compensate for this by boosting fPositionSeconds
* ahead. This is just to make sure that we request the sound early enough for it to
* come out on time; the actual precise timing is handled by SetStartTime. */
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
fPositionSeconds += SOUNDMAN->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
const float fSongBeat = GAMESTATE->m_pCurSong->m_Timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
const int iSongRow = max( 0, BeatToNoteRowNotRounded( fSongBeat ) );
static int iRowLastCrossed = -1;
if( iSongRow < iRowLastCrossed )
iRowLastCrossed = -1;
int iTickRow = -1;
// for each index we crossed since the last update:
Player &player = *m_vPlayerInfo[0].m_pPlayer;
const NoteData &nd = player.GetNoteData();
FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( nd, r, iRowLastCrossed+1, iSongRow+1 )
if( nd.IsThereATapOrHoldHeadAtRow( r ) )
iTickRow = r;
iRowLastCrossed = iSongRow;
if( iTickRow != -1 )
{
const float fTickBeat = NoteRowToBeat( iTickRow );
const float fTickSecond = GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds;
fSecondsUntil /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; /* 2x music rate means the time until the tick is halved */
RageSoundParams p;
p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
m_soundAssistTick.Play( &p );
}
m_GameplayAssist.PlayTicks( nd );
}
/* Play announcer "type" if it's been at least fSeconds since the last announcer. */
@@ -2083,7 +2049,7 @@ void ScreenGameplay::BeginBackingOutFromGameplay()
AbortGiveUp( false );
m_pSoundMusic->StopPlaying();
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
m_GameplayAssist.StopPlaying(); /* Stop any queued assist ticks. */
this->ClearMessageQueue();
@@ -2570,7 +2536,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_DancingState = STATE_OUTRO;
AbortGiveUp( false );
m_pSoundMusic->StopPlaying();
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
m_GameplayAssist.StopPlaying(); /* Stop any queued assist ticks. */
TweenOffScreen();
m_Failed.StartTransitioning( SM_DoNextScreen );
+2 -1
View File
@@ -19,6 +19,7 @@
#include "PlayerState.h"
#include "InputEventPlus.h"
#include "SoundEffectControl.h"
#include "GameplayAssist.h"
class LyricsLoader;
class ActiveAttackList;
@@ -220,7 +221,7 @@ protected:
bool m_bZeroDeltaOnNextUpdate;
RageSound m_soundAssistTick;
GameplayAssist m_GameplayAssist;
RageSound *m_pSoundMusic;
BeginnerHelper m_BeginnerHelper;
+6
View File
@@ -899,6 +899,12 @@ cl /Zl /nologo /c verstub.cpp /Fo&quot;$(IntDir)&quot;\
<File
RelativePath="GameInput.h">
</File>
<File
RelativePath=".\GameplayAssist.cpp">
</File>
<File
RelativePath=".\GameplayAssist.h">
</File>
<File
RelativePath=".\GamePreferences.cpp">
</File>