ce507b9800
This required using the new Steps::GetTimingData function and the allowEmpty parameter to TimingData::TidyUpData when appropriate, as well as clearing the TimingData to remove step timing rather than coping the song timing over it. Fixes some odd editor behavior when changing song timing, and is overall a slightly less hacky way of doing things.
139 lines
5.4 KiB
C++
139 lines
5.4 KiB
C++
#include "global.h"
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#include "GameplayAssist.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "RageSoundManager.h"
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#include "CommonMetrics.h"
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#include "Song.h"
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#include "NoteData.h"
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void GameplayAssist::Init()
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{
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m_soundAssistClap.Load( THEME->GetPathS("GameplayAssist","clap"), true );
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m_soundAssistMetronomeMeasure.Load( THEME->GetPathS("GameplayAssist","metronome measure"), true );
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m_soundAssistMetronomeBeat.Load( THEME->GetPathS("GameplayAssist","metronome beat"), true );
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}
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void GameplayAssist::PlayTicks( const NoteData &nd, const PlayerState *ps )
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{
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bool bClap = GAMESTATE->m_SongOptions.GetCurrent().m_bAssistClap;
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bool bMetronome = GAMESTATE->m_SongOptions.GetCurrent().m_bAssistMetronome;
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if( !bClap && !bMetronome )
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return;
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// don't play sounds for dead players
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if( ps->m_HealthState == HealthState_Dead )
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return;
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/* Sound cards have a latency between when a sample is Play()ed and when the sound
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* will start coming out the speaker. Compensate for this by boosting fPositionSeconds
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* ahead. This is just to make sure that we request the sound early enough for it to
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* come out on time; the actual precise timing is handled by SetStartTime. */
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SongPosition &position = GAMESTATE->m_pPlayerState[ps->m_PlayerNumber]->m_Position;
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float fPositionSeconds = position.m_fMusicSeconds;
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//float fPositionSeconds = GAMESTATE->m_Position.m_fMusicSeconds;
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fPositionSeconds += SOUNDMAN->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
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const TimingData &timing = *GAMESTATE->m_pCurSteps[ps->m_PlayerNumber]->GetTimingData();
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const float fSongBeat = timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
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const int iSongRow = max( 0, BeatToNoteRowNotRounded( fSongBeat ) );
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static int iRowLastCrossed = -1;
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if( iSongRow < iRowLastCrossed )
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iRowLastCrossed = iSongRow;
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if( bClap )
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{
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int iClapRow = -1;
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// for each index we crossed since the last update:
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FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( nd, r, iRowLastCrossed+1, iSongRow+1 )
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if( nd.IsThereATapOrHoldHeadAtRow( r ) )
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iClapRow = r;
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if( iClapRow != -1 && timing.IsJudgableAtRow(iClapRow))
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{
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const float fTickBeat = NoteRowToBeat( iClapRow );
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const float fTickSecond = timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
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float fSecondsUntil = fTickSecond - position.m_fMusicSeconds;
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fSecondsUntil /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; /* 2x music rate means the time until the tick is halved */
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RageSoundParams p;
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p.m_StartTime = position.m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
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m_soundAssistClap.Play( &p );
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}
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}
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if( bMetronome && iRowLastCrossed != -1 )
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{
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//iRowLastCrossed+1, iSongRow+1
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int iLastCrossedMeasureIndex;
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int iLastCrossedBeatIndex;
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int iLastCrossedRowsRemainder;
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timing.NoteRowToMeasureAndBeat( iRowLastCrossed, iLastCrossedMeasureIndex, iLastCrossedBeatIndex, iLastCrossedRowsRemainder );
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int iCurrentMeasureIndex;
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int iCurrentBeatIndex;
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int iCurrentRowsRemainder;
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timing.NoteRowToMeasureAndBeat( iSongRow, iCurrentMeasureIndex, iCurrentBeatIndex, iCurrentRowsRemainder );
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int iMetronomeRow = -1;
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bool bIsMeasure = false;
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if( iLastCrossedMeasureIndex != iCurrentMeasureIndex || iLastCrossedBeatIndex != iCurrentBeatIndex )
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{
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iMetronomeRow = iSongRow - iCurrentRowsRemainder;
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bIsMeasure = iCurrentBeatIndex == 0 && iCurrentRowsRemainder == 0;
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}
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if( iMetronomeRow != -1 )
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{
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const float fTickBeat = NoteRowToBeat( iMetronomeRow );
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const float fTickSecond = timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
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float fSecondsUntil = fTickSecond - position.m_fMusicSeconds;
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fSecondsUntil /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; /* 2x music rate means the time until the tick is halved */
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RageSoundParams p;
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p.m_StartTime = position.m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
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if( bIsMeasure )
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m_soundAssistMetronomeMeasure.Play( &p );
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else
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m_soundAssistMetronomeBeat.Play( &p );
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}
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}
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iRowLastCrossed = iSongRow;
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}
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void GameplayAssist::StopPlaying()
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{
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m_soundAssistClap.StopPlaying();
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m_soundAssistMetronomeMeasure.StopPlaying();
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m_soundAssistMetronomeBeat.StopPlaying();
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}
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/*
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* (c) 2003-2006 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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