generic beat sync

This commit is contained in:
Glenn Maynard
2003-12-18 08:53:38 +00:00
parent f243a4d52f
commit 588836df07
10 changed files with 232 additions and 33 deletions
+207 -25
View File
@@ -2,62 +2,244 @@
#include "RageSoundManager.h"
#include "RageSounds.h"
#include "RageSound.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "GameState.h"
#include "TimingData.h"
#include "MsdFile.h"
#include "NotesLoaderSM.h"
RageSounds *SOUND = NULL;
/*
* When playing music, automatically search for an SM file for timing data. If one is
* found, automatically handle GAMESTATE->m_fSongBeat, etc.
*
* modf(GAMESTATE->m_fSongBeat) should always be continuously moving from 0 to 1. To do
* this, wait before starting a sound until the fractional portion of the beat will be
* the same.
*
* If PlayMusic(length_sec) is set, peek at the beat, and extend the length so we'll be
* on an integral beat 0 when we loop. (XXX: should we increase fade_len, too?
* That would cause the extra pad time to be silence.)
*/
static RageSound *g_Music;
static TimingData g_Timing;
static bool g_HasTiming;
static bool g_UpdatingTimer;
RageSounds::RageSounds()
{
/* Init RageSoundMan first: */
ASSERT( SOUNDMAN );
music = new RageSound;
g_Music = new RageSound;
g_Timing = TimingData();
g_HasTiming = false;
g_UpdatingTimer = false;
}
RageSounds::~RageSounds()
{
delete music;
delete g_Music;
}
struct MusicToPlay
{
CString file;
TimingData timing;
bool HasTiming;
CString timing_file;
bool force_loop;
float start_sec, length_sec, fade_len;
};
static MusicToPlay g_MusicToPlay;
void StartQueuedMusic()
{
if( g_MusicToPlay.file.size() == 0 )
return; /* nothing to do */
/* Go. */
LOG->Trace("Start sound \"%s\"", g_MusicToPlay.file.c_str() );
g_HasTiming = g_MusicToPlay.HasTiming;
g_Timing = g_MusicToPlay.timing;
g_Music->Load( g_MusicToPlay.file, false );
if( g_MusicToPlay.force_loop )
g_Music->SetStopMode( RageSound::M_LOOP );
if( g_MusicToPlay.start_sec == -1 )
g_Music->SetStartSeconds();
else
g_Music->SetStartSeconds( g_MusicToPlay.start_sec );
if( g_MusicToPlay.length_sec == -1 )
g_Music->SetLengthSeconds();
else
g_Music->SetLengthSeconds( g_MusicToPlay.length_sec );
g_Music->SetFadeLength( g_MusicToPlay.fade_len );
g_Music->SetPositionSeconds();
g_Music->StartPlaying();
g_MusicToPlay.file = ""; /* done */
}
/* If we have a music file queued, try to start it. If we're doing a beat update,
* fOldBeat is the beat before the update and fNewBeat is the beat after the update;
* we'll only start the sound if the fractional part of the beat we'll be moving to
* lies between them. */
void TryToStartQueuedMusic( float fOldBeat, float fNewBeat )
{
if( g_MusicToPlay.file.size() == 0 )
return; /* nothing to do */
if( g_UpdatingTimer )
{
float fOldBeatFraction = fmodfp( fOldBeat,1 );
float fNewBeatFraction = fmodfp( fNewBeat,1 );
/* The beat that the new sound will start on. See if this lies within the beat
* range of this update. */
float fStartBeatFraction = fmodfp( g_MusicToPlay.timing.GetBeatFromElapsedTime(g_MusicToPlay.start_sec), 1 );
if( fNewBeatFraction < fOldBeatFraction )
fNewBeatFraction += 1.0f; /* unwrap */
if( fStartBeatFraction < fOldBeatFraction )
fStartBeatFraction += 1.0f; /* unwrap */
if( !( fOldBeatFraction <= fStartBeatFraction && fStartBeatFraction <= fNewBeatFraction ) )
return;
}
StartQueuedMusic();
}
void RageSounds::Update( float fDeltaTime )
{
const float fOldBeat = GAMESTATE->m_fSongBeat;
if( g_UpdatingTimer )
{
if( g_Music->IsPlaying() )
GAMESTATE->UpdateSongPosition( g_Music->GetPositionSeconds(), g_Timing );
else
{
/* There's no song playing. Fake it. */
GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Timing );
}
}
/* If we have a sound queued to play, try to start it. */
TryToStartQueuedMusic( fOldBeat, GAMESTATE->m_fSongBeat );
}
CString RageSounds::GetMusicPath() const
{
return music->GetLoadedFilePath();
return g_Music->GetLoadedFilePath();
}
void RageSounds::PlayMusic(CString file, bool force_loop, float start_sec, float length_sec, float fade_len)
void RageSounds::PlayMusic( const CString &file, const CString &timing_file, bool force_loop, float start_sec, float length_sec, float fade_len )
{
// LOG->Trace("play '%s' (current '%s')", file.c_str(), music->GetLoadedFilePath().c_str());
if(music->IsPlaying())
// LOG->Trace("play '%s' (current '%s')", file.c_str(), g_Music->GetLoadedFilePath().c_str());
if( g_Music->IsPlaying() )
{
if( !music->GetLoadedFilePath().CompareNoCase(file) )
if( !g_Music->GetLoadedFilePath().CompareNoCase(file) )
return; // do nothing
music->StopPlaying();
g_Music->StopPlaying();
}
g_Music->Unload();
g_MusicToPlay.file = file;
g_MusicToPlay.timing_file = timing_file;
g_MusicToPlay.force_loop = force_loop;
g_MusicToPlay.start_sec = start_sec;
g_MusicToPlay.length_sec = length_sec;
g_MusicToPlay.fade_len = fade_len;
/* If file is blank, just stop. */
if(file.empty())
{
music->Unload();
if( file.empty() )
return;
/* If no timing file was specified, look for one in the same place as the music file. */
CString real_timing_file = timing_file;
if( real_timing_file == "" )
real_timing_file = SetExtension( file, "sm" );
/* See if we can find timing data. */
g_MusicToPlay.HasTiming = false;
g_MusicToPlay.timing = TimingData();
if( IsAFile(real_timing_file) )
{
LOG->Trace("Found '%s'", real_timing_file.c_str());
MsdFile msd;
bool bResult = msd.ReadFile( real_timing_file );
if( !bResult )
LOG->Warn( "Couldn't load %s", real_timing_file.c_str(), msd.GetError().c_str() );
else
{
SMLoader::LoadTimingFromSMFile( msd, g_MusicToPlay.timing );
g_MusicToPlay.HasTiming = true;
}
}
music->Load( file, false );
if( force_loop )
music->SetStopMode( RageSound::M_LOOP );
if( g_MusicToPlay.HasTiming && force_loop )
{
float fStartBeat = g_MusicToPlay.timing.GetBeatFromElapsedTime( g_MusicToPlay.start_sec );
float fEndSec = start_sec + length_sec;
float fEndBeat = g_MusicToPlay.timing.GetBeatFromElapsedTime( fEndSec );
const float fStartBeatFraction = fmodfp( fStartBeat, 1 );
const float fEndBeatFraction = fmodfp( fEndBeat, 1 );
if(start_sec == -1)
music->SetStartSeconds();
else
music->SetStartSeconds(start_sec);
float fBeatDifference = fStartBeatFraction - fEndBeatFraction;
if( fBeatDifference < 0 )
fBeatDifference += 1.0f; /* unwrap */
if(length_sec == -1)
music->SetLengthSeconds();
else
music->SetLengthSeconds(length_sec);
fEndBeat += fBeatDifference;
music->SetFadeLength(fade_len);
music->SetPositionSeconds();
music->StartPlaying();
float fRealEndSec = g_MusicToPlay.timing.GetElapsedTimeFromBeat( fEndBeat );
g_MusicToPlay.length_sec = fRealEndSec - g_MusicToPlay.start_sec;
}
bool StartImmediately = false;
if( !g_MusicToPlay.HasTiming )
{
/* This song has no real timing data. Fake m_fSongBeat as a 120 BPM song,
* and don't do any forced-waiting for future songs. */
g_MusicToPlay.timing.AddBPMSegment( BPMSegment(0,120) );
/* The offset is arbitrary. Change it so the beat will line up to where we are
* now, so we don't have to delay. */
float fDestBeat = fmodfp( GAMESTATE->m_fSongBeat, 1 );
float fTime = g_MusicToPlay.timing.GetElapsedTimeFromBeat( fDestBeat );
g_MusicToPlay.timing.m_fBeat0OffsetInSeconds = fTime;
StartImmediately = true;
}
/* If we have an active timer, try to start on the next update. Otherwise,
* start now. */
if( !g_HasTiming && !g_UpdatingTimer )
StartImmediately = true;
if( StartImmediately )
StartQueuedMusic();
if( g_MusicToPlay.file != "" )
LOG->Trace("Queued sound \"%s\"", g_MusicToPlay.file.c_str() );
}
void RageSounds::HandleSongTimer( bool on )
{
g_UpdatingTimer = on;
}
void RageSounds::PlayOnce( CString sPath )
+4 -4
View File
@@ -3,16 +3,15 @@
/* This contains all of the generally useful user-level SOUNDMAN calls, as well
* as some other simple helper stuff. Don't include RageSoundManager for normal
* use; it's only for drivers and sound code. This file should be very lightweight. */
class RageSound;
class RageSounds
{
RageSound *music;
public:
RageSounds();
~RageSounds();
void Update( float fDeltaTime );
void PlayMusic(CString file, bool force_loop = false, float start_sec = -1, float length_sec = -1, float fade_len = 0);
void PlayMusic( const CString &file, bool force_loop = false, float start_sec = -1, float length_sec = -1, float fade_len = 0 ) { PlayMusic( file, "", force_loop, start_sec, length_sec, fade_len ); }
void PlayMusic( const CString &file, const CString &timing_file, bool force_loop = false, float start_sec = -1, float length_sec = -1, float fade_len = 0 );
void StopMusic() { PlayMusic(""); }
CString GetMusicPath() const;
@@ -20,6 +19,7 @@ public:
void PlayOnceFromDir( CString sDir );
float GetPlayLatency() const;
void HandleSongTimer( bool on=true );
};
extern RageSounds *SOUND;
+3
View File
@@ -239,6 +239,9 @@ ScreenEdit::ScreenEdit( CString sName ) : Screen( sName )
{
LOG->Trace( "ScreenEdit::ScreenEdit()" );
/* We do this ourself. */
SOUND->HandleSongTimer( false );
TICK_EARLY_SECONDS.Refresh();
// set both players to joined so the credit message doesn't show
+3
View File
@@ -97,6 +97,9 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
else
LIGHTSMAN->SetLightMode( LIGHTMODE_GAMEPLAY );
/* We do this ourself. */
SOUND->HandleSongTimer( false );
SECONDS_BETWEEN_COMMENTS.Refresh();
G_TICK_EARLY_SECONDS.Refresh();
+4
View File
@@ -21,6 +21,7 @@
#include "NoteFieldPositioning.h"
#include "GameManager.h"
#include "NotesLoaderSM.h"
#include "RageSounds.h"
#define SECONDS_TO_SHOW THEME->GetMetricF("ScreenHowToPlay","SecondsToShow")
#define STEPFILE THEME->GetMetric ("ScreenHowToPlay","Stepfile")
@@ -78,6 +79,9 @@ static bool HaveAllCharAnimations()
ScreenHowToPlay::ScreenHowToPlay( CString sName ) : ScreenAttract( sName )
{
/* We do this ourself. */
SOUND->HandleSongTimer( false );
m_iPerfects = 0;
m_iNumPerfects = NUM_PERFECTS;
+5
View File
@@ -21,6 +21,7 @@
#include "GameState.h"
#include "RageException.h"
#include "RageTimer.h"
#include "RageSounds.h"
#include "ThemeManager.h"
#include "RageDisplay.h"
#include "Screen.h"
@@ -472,6 +473,10 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
Screen* ScreenManager::MakeNewScreen( CString sClassName )
{
/* By default, RageSounds handles the song timer. When we change screens, reset this;
* screens turn this off in their ctor if they handle timers themselves (gameplay, edit). */
SOUND->HandleSongTimer( true );
Screen *ret = Screen::Create( sClassName );
/* Loading probably took a little while. Let's reset stats. This prevents us
+4 -2
View File
@@ -21,7 +21,6 @@
#include "PrefsManager.h"
#include "RageLog.h"
#include "InputMapper.h"
#include "InputQueue.h"
#include "AnnouncerManager.h"
#include "InputMapper.h"
#include "GameState.h"
@@ -616,6 +615,7 @@ void ScreenSelectMusic::Update( float fDeltaTime )
{
SOUND->PlayMusic(
m_sSampleMusicToPlay,
m_sSampleMusicTimingData,
true,
m_fSampleStartSeconds,
m_fSampleLengthSeconds,
@@ -1096,7 +1096,7 @@ void ScreenSelectMusic::AfterMusicChange()
m_Banner.SetMovingFast( !!m_MusicWheel.IsMoving() );
CString SampleMusicToPlay;
CString SampleMusicToPlay, SampleMusicTimingData;
vector<CString> m_Artists, m_AltArtists;
m_MachineRank.SetText( "" );
@@ -1135,6 +1135,7 @@ void ScreenSelectMusic::AfterMusicChange()
case TYPE_SONG:
{
SampleMusicToPlay = pSong->GetMusicPath();
SampleMusicTimingData = pSong->GetCacheFilePath();
m_fSampleStartSeconds = pSong->m_fMusicSampleStartSeconds;
m_fSampleLengthSeconds = pSong->m_fMusicSampleLengthSeconds;
@@ -1282,6 +1283,7 @@ void ScreenSelectMusic::AfterMusicChange()
{
SOUND->StopMusic();
m_sSampleMusicToPlay = SampleMusicToPlay;
m_sSampleMusicTimingData = SampleMusicTimingData;
m_fPlaySampleCountdown = SAMPLE_MUSIC_DELAY;
}
+1 -1
View File
@@ -107,7 +107,7 @@ protected:
bool m_bGoToOptions;
Sprite m_sprOptionsMessage;
float m_fPlaySampleCountdown;
CString m_sSampleMusicToPlay;
CString m_sSampleMusicToPlay, m_sSampleMusicTimingData;
float m_fSampleStartSeconds, m_fSampleLengthSeconds;
bool m_bAllowOptionsMenu, m_bAllowOptionsMenuRepeat;
+1
View File
@@ -1262,6 +1262,7 @@ static void GameLoop()
}
DISPLAY->Update( fDeltaTime );
SOUND->Update( fDeltaTime );
TEXTUREMAN->Update( fDeltaTime );
GAMESTATE->Update( fDeltaTime );
SCREENMAN->Update( fDeltaTime );
-1
View File
@@ -7,7 +7,6 @@
TimingData::TimingData()
{
m_fBeat0OffsetInSeconds = 0;
}
static int CompareBPMSegments(const BPMSegment &seg1, const BPMSegment &seg2)