Files
itgmania212121/src/AdjustSync.cpp
T
2013-06-10 15:38:43 -04:00

389 lines
13 KiB
C++

/*
* AdjustSync defines two methods for fixing the sync.
*
* The first method adjusts either the song or the machine by the
* average offset of the user's steps. In other words, if the user
* averages to step early by 10 ms, either the song or the global
* offset is adjusted by 10 ms to compensate for that. These
* adjustments only require a small set of data, so this method
* updates the offset while the song is playing.
*
* The second method adjusts both the offset and the tempo of an
* individual song. It records all of the steps during a play of
* the song and uses linear least squares regression to minimize the
* error of those steps. It makes one adjustment for the tempo of
* the entire song, rather than adding many different tempo segments
* to match the steps. If there are already several tempo segments
* in the stepfile, this method makes a proportional change to each
* of them. For example, if it changes 100 bpm to 101 bpm, it will
* also change 200 bpm to 202 bpm. This method also adjusts the stops.
* It assumes that a given stop is measured in terms of beats and makes
* the appropriate change.
*
* If we use this method on a small set of data late in the song, it
* can have very chaotic effects on the early settings. For example,
* it may change the offset by several hundred milliseconds and make a
* large change to the BPM to compensate if that would minimize the
* error. This problem occurs especially when the user makes a couple
* steps that are significantly off beat. The way to avoid this is to
* perform the least squares regression once on all of the data
* collected, rather than adjusting the sync every time we get another
* 50 or so data points. In fact, if we are playing in edit mode and
* the user loops through the song more than once, we use all of the
* steps made.
*/
#include "global.h"
#include "Song.h"
#include "AdjustSync.h"
#include "GameState.h"
#include "LocalizedString.h"
#include "PrefsManager.h"
#include "ScreenManager.h"
#include "Foreach.h"
TimingData *AdjustSync::s_pTimingDataOriginal = NULL;
float AdjustSync::s_fGlobalOffsetSecondsOriginal = 0.0f;
int AdjustSync::s_iAutosyncOffsetSample = 0;
float AdjustSync::s_fAutosyncOffset[AdjustSync::OFFSET_SAMPLE_COUNT];
float AdjustSync::s_fStandardDeviation = 0.0f;
vector< pair<float, float> > AdjustSync::s_vAutosyncTempoData;
float AdjustSync::s_fAverageError = 0.0f;
const float AdjustSync::ERROR_TOO_HIGH = 0.025f;
int AdjustSync::s_iStepsFiltered = 0;
void AdjustSync::ResetOriginalSyncData()
{
if( s_pTimingDataOriginal == NULL )
s_pTimingDataOriginal = new TimingData;
if( GAMESTATE->m_pCurSong )
*s_pTimingDataOriginal = GAMESTATE->m_pCurSong->m_Timing;
else
*s_pTimingDataOriginal = TimingData();
s_fGlobalOffsetSecondsOriginal = PREFSMAN->m_fGlobalOffsetSeconds;
ResetAutosync();
}
void AdjustSync::ResetAutosync()
{
s_iAutosyncOffsetSample = 0;
s_vAutosyncTempoData.clear();
}
bool AdjustSync::IsSyncDataChanged()
{
// Can't sync in course modes
if( GAMESTATE->IsCourseMode() )
return false;
vector<RString> vs;
AdjustSync::GetSyncChangeTextGlobal( vs );
AdjustSync::GetSyncChangeTextSong( vs );
return !vs.empty();
}
void AdjustSync::SaveSyncChanges()
{
if( GAMESTATE->IsCourseMode() )
return;
if( GAMESTATE->m_pCurSong && *s_pTimingDataOriginal != GAMESTATE->m_pCurSong->m_Timing )
{
if( GAMESTATE->IsEditing() )
{
MESSAGEMAN->Broadcast( Message_SongModified );
}
else
{
GAMESTATE->m_pCurSong->Save();
}
}
if( s_fGlobalOffsetSecondsOriginal != PREFSMAN->m_fGlobalOffsetSeconds )
PREFSMAN->SavePrefsToDisk();
ResetOriginalSyncData();
s_fStandardDeviation = 0.0f;
s_fAverageError = 0.0f;
}
void AdjustSync::RevertSyncChanges()
{
if( GAMESTATE->IsCourseMode() )
return;
PREFSMAN->m_fGlobalOffsetSeconds.Set( s_fGlobalOffsetSecondsOriginal );
GAMESTATE->m_pCurSong->m_Timing = *s_pTimingDataOriginal;
ResetOriginalSyncData();
s_fStandardDeviation = 0.0f;
s_fAverageError = 0.0f;
}
static LocalizedString AUTOSYNC_CORRECTION_APPLIED ( "AdjustSync", "Autosync: Correction applied." );
static LocalizedString AUTOSYNC_CORRECTION_NOT_APPLIED ( "AdjustSync", "Autosync: Correction NOT applied. Deviation too high." );
static LocalizedString AUTOSYNC_SONG ( "AdjustSync", "Autosync Song" );
static LocalizedString AUTOSYNC_MACHINE ( "AdjustSync", "Autosync Machine" );
static LocalizedString AUTOSYNC_TEMPO ( "AdjustSync", "Autosync Tempo" );
void AdjustSync::HandleAutosync( float fNoteOffBySeconds, float fStepTime )
{
if( GAMESTATE->IsCourseMode() )
return;
switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType ) {
case SongOptions::AUTOSYNC_OFF:
return;
case SongOptions::AUTOSYNC_TEMPO:
{
// We collect all of the data and process it at the end
s_vAutosyncTempoData.push_back( make_pair(fStepTime, fNoteOffBySeconds) );
break;
}
case SongOptions::AUTOSYNC_MACHINE:
case SongOptions::AUTOSYNC_SONG:
{
s_fAutosyncOffset[s_iAutosyncOffsetSample] = fNoteOffBySeconds;
++s_iAutosyncOffsetSample;
if( s_iAutosyncOffsetSample < OFFSET_SAMPLE_COUNT )
break; // need more
AutosyncOffset();
break;
}
default:
ASSERT(0);
}
}
void AdjustSync::HandleSongEnd()
{
if( GAMESTATE->IsCourseMode() )
return;
if( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType == SongOptions::AUTOSYNC_TEMPO )
{
AutosyncTempo();
}
// all other states don't care
}
void AdjustSync::AutosyncOffset()
{
const float mean = calc_mean( s_fAutosyncOffset, s_fAutosyncOffset+OFFSET_SAMPLE_COUNT );
const float stddev = calc_stddev( s_fAutosyncOffset, s_fAutosyncOffset+OFFSET_SAMPLE_COUNT );
RString sAutosyncType;
switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType )
{
case SongOptions::AUTOSYNC_SONG:
sAutosyncType = AUTOSYNC_SONG;
break;
case SongOptions::AUTOSYNC_MACHINE:
sAutosyncType = AUTOSYNC_MACHINE;
break;
default:
ASSERT(0);
}
if( stddev < .03f ) // If they stepped with less than .03 error
{
switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType )
{
case SongOptions::AUTOSYNC_SONG:
GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += mean;
break;
case SongOptions::AUTOSYNC_MACHINE:
PREFSMAN->m_fGlobalOffsetSeconds.Set( PREFSMAN->m_fGlobalOffsetSeconds + mean );
break;
default:
ASSERT(0);
}
SCREENMAN->SystemMessage( AUTOSYNC_CORRECTION_APPLIED.GetValue() );
}
else
{
SCREENMAN->SystemMessage( AUTOSYNC_CORRECTION_NOT_APPLIED.GetValue() );
}
s_iAutosyncOffsetSample = 0;
s_fStandardDeviation = stddev;
}
void AdjustSync::AutosyncTempo()
{
float fSlope = 0.0f;
float fIntercept = 0.0f;
if( !CalcLeastSquares( s_vAutosyncTempoData, fSlope, fIntercept, s_fAverageError ) )
{
s_vAutosyncTempoData.clear();
return;
}
if( s_fAverageError < ERROR_TOO_HIGH )
{
// Here we filter out any steps that are too far off.
//
// If it turns out that we want to be even more selective, we can
// keep only a fraction of the data, such as the 80% with the lowest
// error. However, throwing away the ones with high error should
// be enough in most cases.
float fFilteredError = 0.0;
s_iStepsFiltered = s_vAutosyncTempoData.size();
FilterHighErrorPoints( s_vAutosyncTempoData, fSlope, fIntercept, ERROR_TOO_HIGH );
s_iStepsFiltered -= s_vAutosyncTempoData.size();
if( !CalcLeastSquares( s_vAutosyncTempoData, fSlope, fIntercept, fFilteredError ) )
return;
GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += fIntercept;
const float fScaleBPM = 1.0f/(1.0f - fSlope);
FOREACH( BPMSegment, GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments, i )
i->SetBPM( i->GetBPM() * fScaleBPM );
// We assume that the stops were measured as a number of beats.
// Therefore, if we change the bpms, we need to make a similar
// change to the stops.
FOREACH( StopSegment, GAMESTATE->m_pCurSong->m_Timing.m_StopSegments, i )
i->m_fStopSeconds *= 1.0f - fSlope;
SCREENMAN->SystemMessage( AUTOSYNC_CORRECTION_APPLIED.GetValue() );
}
else
{
// deviation... error... close enough for an error message
SCREENMAN->SystemMessage( AUTOSYNC_CORRECTION_NOT_APPLIED.GetValue() );
}
s_vAutosyncTempoData.clear();
}
static LocalizedString EARLIER ("AdjustSync","earlier");
static LocalizedString LATER ("AdjustSync","later");
static LocalizedString GLOBAL_OFFSET_FROM ( "AdjustSync", "Global Offset from %+.3f to %+.3f (notes %s)" );
// We need to limit the length of lines so each one fits on one line of the SM console.
// The tempo and stop change message can get very long in a complicated song, and at
// a low resolution, the keep/revert menu would be pushed off the bottom of the screen
// if we didn't limit the length of the message. Keeping the lines short lets us fit
// more information on the screen.
static LocalizedString SONG_OFFSET_FROM ( "AdjustSync", "Song offset from %+.3f to %+.3f (notes %s)" );
static LocalizedString TEMPO_SEGMENT_FROM ( "AdjustSync", "%s BPM from %.3f BPM to %.3f BPM." );
static LocalizedString CHANGED_STOP ("AdjustSync","The stop segment #%d changed from %+.3fs to %+.3fs (change of %+.3f).");
static LocalizedString ERROR ("AdjustSync", "Average Error %.5fs");
static LocalizedString ETC ("AdjustSync", "Etc.");
static LocalizedString TAPS_IGNORED ("AdjustSync", "%d taps ignored.");
void AdjustSync::GetSyncChangeTextGlobal( vector<RString> &vsAddTo )
{
{
float fOld = Quantize( AdjustSync::s_fGlobalOffsetSecondsOriginal, 0.001f );
float fNew = Quantize( PREFSMAN->m_fGlobalOffsetSeconds, 0.001f ) ;
float fDelta = fNew - fOld;
if( fabsf(fDelta) > 0.0001f )
{
vsAddTo.push_back( ssprintf(
GLOBAL_OFFSET_FROM.GetValue(),
fOld,
fNew,
(fDelta > 0 ? EARLIER:LATER).GetValue().c_str() ) );
}
}
}
void AdjustSync::GetSyncChangeTextSong( vector<RString> &vsAddTo )
{
if( GAMESTATE->m_pCurSong.Get() )
{
unsigned int iOriginalSize = vsAddTo.size();
{
float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_fBeat0OffsetInSeconds, 0.001f );
float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds, 0.001f );
float fDelta = fNew - fOld;
if( fabsf(fDelta) > 0.0001f )
{
vsAddTo.push_back( ssprintf(
SONG_OFFSET_FROM.GetValue(),
fOld,
fNew,
(fDelta > 0 ? EARLIER:LATER).GetValue().c_str() ) );
}
}
for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
{
float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_BPMSegments[i].GetBPM(), 0.001f );
float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].GetBPM(), 0.001f );
float fDelta = fNew - fOld;
if( fabsf(fDelta) > 0.0001f )
{
if ( i >= 4 )
{
vsAddTo.push_back(ETC.GetValue());
break;
}
vsAddTo.push_back( ssprintf(
TEMPO_SEGMENT_FROM.GetValue(),
FormatNumberAndSuffix(i+1).c_str(),
fOld,
fNew ) );
}
}
for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_StopSegments.size(); i++ )
{
float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_StopSegments[i].m_fStopSeconds, 0.001f );
float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_StopSegments[i].m_fStopSeconds, 0.001f );
float fDelta = fNew - fOld;
if( fabsf(fDelta) > 0.0001f )
{
if ( i >= 4 )
{
vsAddTo.push_back(ETC.GetValue());
break;
}
vsAddTo.push_back( ssprintf(
CHANGED_STOP.GetValue(),
i+1,
fOld,
fNew ) );
}
}
if( vsAddTo.size() > iOriginalSize && s_fAverageError > 0.0f )
{
vsAddTo.push_back( ssprintf(ERROR.GetValue(), s_fAverageError) );
}
if( vsAddTo.size() > iOriginalSize && s_iStepsFiltered > 0 )
{
vsAddTo.push_back( ssprintf(TAPS_IGNORED.GetValue(), s_iStepsFiltered) );
}
}
}
/*
* (c) 2003-2006 Chris Danford, John Bauer
* 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.
*/