Song is too cluttered. Move timing stuff to TimingData.
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/* Holds data for translating beats<->seconds. */
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#include "global.h"
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#include "TimingData.h"
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#include "PrefsManager.h"
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TimingData::TimingData()
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{
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m_fBeat0OffsetInSeconds = 0;
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}
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static int CompareBPMSegments(const BPMSegment &seg1, const BPMSegment &seg2)
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{
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return seg1.m_fStartBeat < seg2.m_fStartBeat;
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}
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void SortBPMSegmentsArray( vector<BPMSegment> &arrayBPMSegments )
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{
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sort( arrayBPMSegments.begin(), arrayBPMSegments.end(), CompareBPMSegments );
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}
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static int CompareStopSegments(const StopSegment &seg1, const StopSegment &seg2)
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{
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return seg1.m_fStartBeat < seg2.m_fStartBeat;
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}
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void SortStopSegmentsArray( vector<StopSegment> &arrayStopSegments )
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{
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sort( arrayStopSegments.begin(), arrayStopSegments.end(), CompareStopSegments );
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}
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void TimingData::GetActualBPM( float &fMinBPMOut, float &fMaxBPMOut ) const
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{
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fMaxBPMOut = 0;
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fMinBPMOut = 100000; // inf
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for( unsigned i=0; i<m_BPMSegments.size(); i++ )
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{
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const BPMSegment &seg = m_BPMSegments[i];
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fMaxBPMOut = max( seg.m_fBPM, fMaxBPMOut );
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fMinBPMOut = min( seg.m_fBPM, fMinBPMOut );
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}
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}
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void TimingData::AddBPMSegment( const BPMSegment &seg )
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{
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m_BPMSegments.push_back( seg );
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SortBPMSegmentsArray( m_BPMSegments );
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}
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void TimingData::AddStopSegment( const StopSegment &seg )
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{
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m_StopSegments.push_back( seg );
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SortStopSegmentsArray( m_StopSegments );
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}
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void TimingData::SetBPMAtBeat( float fBeat, float fBPM )
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{
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unsigned i;
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for( i=0; i<m_BPMSegments.size(); i++ )
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if( m_BPMSegments[i].m_fStartBeat == fBeat )
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break;
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if( i == m_BPMSegments.size() ) // there is no BPMSegment at the current beat
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{
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// create a new BPMSegment
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AddBPMSegment( BPMSegment(fBeat, fBPM) );
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}
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else // BPMSegment being modified is m_BPMSegments[i]
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{
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if( i > 0 && fabsf(m_BPMSegments[i-1].m_fBPM - fBPM) < 0.009f )
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m_BPMSegments.erase( m_BPMSegments.begin()+i,
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m_BPMSegments.begin()+i+1);
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else
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m_BPMSegments[i].m_fBPM = fBPM;
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}
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}
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float TimingData::GetBPMAtBeat( float fBeat ) const
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{
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unsigned i;
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for( i=0; i<m_BPMSegments.size()-1; i++ )
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if( m_BPMSegments[i+1].m_fStartBeat > fBeat )
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break;
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return m_BPMSegments[i].m_fBPM;
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}
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BPMSegment& TimingData::GetBPMSegmentAtBeat( float fBeat )
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{
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unsigned i;
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for( i=0; i<m_BPMSegments.size()-1; i++ )
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if( m_BPMSegments[i+1].m_fStartBeat > fBeat )
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break;
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return m_BPMSegments[i];
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}
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void TimingData::GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut ) const
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{
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// LOG->Trace( "GetBeatAndBPSFromElapsedTime( fElapsedTime = %f )", fElapsedTime );
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// This function is a nightmare. Don't even try to understand it. :-)
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fElapsedTime += PREFSMAN->m_fGlobalOffsetSeconds;
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fElapsedTime += m_fBeat0OffsetInSeconds;
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for( unsigned i=0; i<m_BPMSegments.size(); i++ ) // foreach BPMSegment
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{
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float fStartBeatThisSegment = m_BPMSegments[i].m_fStartBeat;
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bool bIsLastBPMSegment = i==m_BPMSegments.size()-1;
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float fStartBeatNextSegment = bIsLastBPMSegment ? 40000/*inf*/ : m_BPMSegments[i+1].m_fStartBeat;
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float fBeatsInThisSegment = fStartBeatNextSegment - fStartBeatThisSegment;
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float fBPM = m_BPMSegments[i].m_fBPM;
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float fBPS = fBPM / 60.0f;
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// calculate the number of seconds in this segment
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float fSecondsInThisSegment = fBeatsInThisSegment / fBPS;
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unsigned j;
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for( j=0; j<m_StopSegments.size(); j++ ) // foreach freeze
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{
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if( fStartBeatThisSegment <= m_StopSegments[j].m_fStartBeat && m_StopSegments[j].m_fStartBeat < fStartBeatNextSegment )
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{
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// this freeze lies within this BPMSegment
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fSecondsInThisSegment += m_StopSegments[j].m_fStopSeconds;
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}
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}
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if( !bIsLastBPMSegment && fElapsedTime > fSecondsInThisSegment )
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{
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// this BPMSegement is NOT the current segment
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fElapsedTime -= fSecondsInThisSegment;
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continue;
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}
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// this BPMSegment IS the current segment
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float fBeatEstimate = fStartBeatThisSegment + fElapsedTime*fBPS;
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for( j=0; j<m_StopSegments.size(); j++ ) // foreach freeze
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{
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if( fStartBeatThisSegment > m_StopSegments[j].m_fStartBeat ||
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m_StopSegments[j].m_fStartBeat > fStartBeatNextSegment )
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continue;
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// this freeze lies within this BPMSegment
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if( m_StopSegments[j].m_fStartBeat > fBeatEstimate )
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break;
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fElapsedTime -= m_StopSegments[j].m_fStopSeconds;
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// re-estimate
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fBeatEstimate = fStartBeatThisSegment + fElapsedTime*fBPS;
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if( fBeatEstimate < m_StopSegments[j].m_fStartBeat )
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{
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fBeatOut = m_StopSegments[j].m_fStartBeat;
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fBPSOut = fBPS;
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bFreezeOut = true;
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return;
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}
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}
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fBeatOut = fBeatEstimate;
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fBPSOut = fBPS;
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bFreezeOut = false;
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return;
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}
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}
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float TimingData::GetElapsedTimeFromBeat( float fBeat ) const
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{
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float fElapsedTime = 0;
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fElapsedTime -= PREFSMAN->m_fGlobalOffsetSeconds;
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fElapsedTime -= m_fBeat0OffsetInSeconds;
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for( unsigned j=0; j<m_StopSegments.size(); j++ ) // foreach freeze
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{
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if( m_StopSegments[j].m_fStartBeat >= fBeat )
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break;
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fElapsedTime += m_StopSegments[j].m_fStopSeconds;
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}
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for( unsigned i=0; i<m_BPMSegments.size(); i++ ) // foreach BPMSegment
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{
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const float fStartBeatThisSegment = m_BPMSegments[i].m_fStartBeat;
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const bool bIsLastBPMSegment = i==m_BPMSegments.size()-1;
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const float fStartBeatNextSegment = bIsLastBPMSegment ? 40000/*inf*/ : m_BPMSegments[i+1].m_fStartBeat;
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const float fBPS = m_BPMSegments[i].m_fBPM / 60.0f;
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const float fBeatsInThisSegment = fStartBeatNextSegment - fStartBeatThisSegment;
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fElapsedTime += min(fBeat, fBeatsInThisSegment) / fBPS;
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fBeat -= fBeatsInThisSegment;
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if( fBeat <= 0 )
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return fElapsedTime;
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}
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ASSERT(0);
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return fElapsedTime;
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}
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/*
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* Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
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* Chris Danford
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* Glenn Maynard
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*/
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@@ -0,0 +1,53 @@
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#ifndef TIMING_DATA_H
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#define TIMING_DATA_H
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struct BPMSegment
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{
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BPMSegment() { m_fStartBeat = m_fBPM = -1; };
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BPMSegment( float s, float b ) { m_fStartBeat = s; m_fBPM = b; };
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float m_fStartBeat;
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float m_fBPM;
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};
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struct StopSegment
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{
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StopSegment() { m_fStartBeat = m_fStopSeconds = -1; };
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StopSegment( float s, float f ) { m_fStartBeat = s; m_fStopSeconds = f; };
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float m_fStartBeat;
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float m_fStopSeconds;
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};
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class TimingData
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{
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public:
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TimingData();
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void GetActualBPM( float &fMinBPMOut, float &fMaxBPMOut ) const;
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float GetBPMAtBeat( float fBeat ) const;
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void SetBPMAtBeat( float fBeat, float fBPM );
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void AddBPMSegment( const BPMSegment &seg );
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void AddStopSegment( const StopSegment &seg );
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BPMSegment& GetBPMSegmentAtBeat( float fBeat );
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void GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut ) const;
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float GetBeatFromElapsedTime( float fElapsedTime ) const // shortcut for places that care only about the beat
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{
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float fBeat, fThrowAway;
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bool bThrowAway;
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GetBeatAndBPSFromElapsedTime( fElapsedTime, fBeat, fThrowAway, bThrowAway );
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return fBeat;
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}
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float GetElapsedTimeFromBeat( float fBeat ) const;
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vector<BPMSegment> m_BPMSegments; // this must be sorted before gameplay
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vector<StopSegment> m_StopSegments; // this must be sorted before gameplay
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float m_fBeat0OffsetInSeconds;
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};
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#endif
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/*
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* Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
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* Chris Danford
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* Glenn Maynard
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*/
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Reference in New Issue
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