Greatly improved BPM change formula. There are still minor flubs, but it's more accurate than ever.

This commit is contained in:
Jason Felds
2006-07-10 19:01:52 +00:00
parent 8c234299aa
commit d12347f246
+25 -14
View File
@@ -283,7 +283,7 @@ bool KSFLoader::LoadGlobalData( const RString &sPath, Song &out )
if( !msd.ReadFile( sPath ) )
RageException::Throw( "Error opening file \"%s\": %s", sPath.c_str(), msd.GetError().c_str() );
float BPMPos2 = -1, BPM2 = -1, BPMPos3 = -1, BPM3 = -1;;
float SMGap1 = 0, SMGap2 = 0, BPM1 = -1, BPMPos2 = -1, BPM2 = -1, BPMPos3 = -1, BPM3 = -1;
for( unsigned i=0; i < msd.GetNumValues(); i++ )
{
@@ -294,7 +294,10 @@ bool KSFLoader::LoadGlobalData( const RString &sPath, Song &out )
if( 0==stricmp(sValueName,"TITLE") )
LoadTags(sParams[1], out);
else if( 0==stricmp(sValueName,"BPM") )
out.AddBPMSegment( BPMSegment(0, StringToFloat(sParams[1])) );
{
BPM1 = StringToFloat(sParams[1]);
out.AddBPMSegment( BPMSegment(0, BPM1) );
}
else if( 0==stricmp(sValueName,"BPM2") )
BPM2 = StringToFloat( sParams[1] );
else if( 0==stricmp(sValueName,"BPM3") )
@@ -304,38 +307,46 @@ bool KSFLoader::LoadGlobalData( const RString &sPath, Song &out )
else if( 0==stricmp(sValueName,"BUNKI2") )
BPMPos3 = StringToFloat( sParams[1] ) / 100.0f;
else if( 0==stricmp(sValueName,"STARTTIME") )
out.m_Timing.m_fBeat0OffsetInSeconds = -StringToFloat( sParams[1] )/100;
{
SMGap1 = -StringToFloat( sParams[1] )/100;
out.m_Timing.m_fBeat0OffsetInSeconds = SMGap1;
}
// This is currently required for more accurate BPM changes.
else if( 0==stricmp(sValueName,"STARTTIME2") )
SMGap2 = -StringToFloat( sParams[1] )/100;
else if( 0==stricmp(sValueName,"TICKCOUNT") ||
0==stricmp(sValueName,"STEP") ||
0==stricmp(sValueName,"DIFFICULTY") ||
0==stricmp(sValueName,"STARTTIME2") ||
0==stricmp(sValueName,"STARTTIME3") )
{
/* TICKCOUNT, STEP, and DIFFICULTY are handled in LoadFromKSFFile.
* STARTTIME[23] are expected but unnecessary. Do not warn. */
* STARTTIME3 is expected but unnecessary. Do not warn. */
continue;
}
else
LOG->Trace( "Unexpected value named '%s'", sValueName.c_str() );
}
/* This doesn't work yet: we also need to move the data around, I think, and
* we should handle more than one BPM change. */
/* At this time, only KSF files that use the traditional syntax can be
* converted, and even then, not all of them will work smoothly. The
* formulas are more accurate at this point, however. As soon as support
* for the other Pump simulators is supported (mostly Direct Move), this
* section will be expanded. */
if( BPM2 > 0 && BPMPos2 > 0 )
{
const float BeatsPerSecond = out.GetBPMAtBeat(0) / 60.0f;
const float beat = BPMPos2 * BeatsPerSecond;
const float BeatsPerSecond = BPM1 / 60.0f;
const float beat = (BPMPos2 + SMGap1) * BeatsPerSecond;
LOG->Trace( "BPM %f, BPS %f, BPMPos2 %f, beat %f",
out.GetBPMAtBeat(0), BeatsPerSecond, BPMPos2, beat );
BPM1, BeatsPerSecond, BPMPos2, beat );
out.AddBPMSegment( BPMSegment(BeatToNoteRow(beat), BPM2) );
}
if( BPM3 > 0 && BPMPos3 > 0 )
{
const float BeatsPerSecond = out.GetBPMAtBeat(0) / 60.0f;
const float beat = BPMPos3 * BeatsPerSecond;
const float BeatsPerSecond = BPM2 / 60.0f;
const float beat = (BPMPos3 + SMGap2) * BeatsPerSecond;
LOG->Trace( "BPM %f, BPS %f, BPMPos3 %f, beat %f",
out.GetBPMAtBeat(0), BeatsPerSecond, BPMPos3, beat );
BPM2, BeatsPerSecond, BPMPos3, beat );
out.AddBPMSegment( BPMSegment(BeatToNoteRow(beat), BPM3) );
}
@@ -391,7 +402,7 @@ bool KSFLoader::LoadFromDir( const RString &sDir, Song &out )
}
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* (c) 2001-2006 Chris Danford, Glenn Maynard, Wolfman2000
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a