Files
itgmania212121/src/GameplayAssist.cpp
T
2011-03-17 01:47:30 -04:00

132 lines
5.1 KiB
C++

#include "global.h"
#include "GameplayAssist.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "RageSoundManager.h"
#include "CommonMetrics.h"
#include "Song.h"
#include "NoteData.h"
void GameplayAssist::Init()
{
m_soundAssistClap.Load( THEME->GetPathS("GameplayAssist","clap"), true );
m_soundAssistMetronomeMeasure.Load( THEME->GetPathS("GameplayAssist","metronome measure"), true );
m_soundAssistMetronomeBeat.Load( THEME->GetPathS("GameplayAssist","metronome beat"), true );
}
void GameplayAssist::PlayTicks( const NoteData &nd )
{
bool bClap = GAMESTATE->m_SongOptions.GetCurrent().m_bAssistClap;
bool bMetronome = GAMESTATE->m_SongOptions.GetCurrent().m_bAssistMetronome;
if( !bClap && !bMetronome )
return;
/* Sound cards have a latency between when a sample is Play()ed and when the sound
* will start coming out the speaker. Compensate for this by boosting fPositionSeconds
* ahead. This is just to make sure that we request the sound early enough for it to
* come out on time; the actual precise timing is handled by SetStartTime. */
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
fPositionSeconds += SOUNDMAN->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
const TimingData &timing = GAMESTATE->m_pCurSong->m_Timing;
const float fSongBeat = timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
const int iSongRow = max( 0, BeatToNoteRowNotRounded( fSongBeat ) );
static int iRowLastCrossed = -1;
if( iSongRow < iRowLastCrossed )
iRowLastCrossed = iSongRow;
if( bClap )
{
int iClapRow = -1;
// for each index we crossed since the last update:
FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( nd, r, iRowLastCrossed+1, iSongRow+1 )
if( nd.IsThereATapOrHoldHeadAtRow( r ) )
iClapRow = r;
if( iClapRow != -1 )
{
const float fTickBeat = NoteRowToBeat( iClapRow );
const float fTickSecond = timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds;
fSecondsUntil /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; /* 2x music rate means the time until the tick is halved */
RageSoundParams p;
p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
m_soundAssistClap.Play( &p );
}
}
if( bMetronome && iRowLastCrossed != -1 )
{
//iRowLastCrossed+1, iSongRow+1
int iLastCrossedMeasureIndex;
int iLastCrossedBeatIndex;
int iLastCrossedRowsRemainder;
timing.NoteRowToMeasureAndBeat( iRowLastCrossed, iLastCrossedMeasureIndex, iLastCrossedBeatIndex, iLastCrossedRowsRemainder );
int iCurrentMeasureIndex;
int iCurrentBeatIndex;
int iCurrentRowsRemainder;
timing.NoteRowToMeasureAndBeat( iSongRow, iCurrentMeasureIndex, iCurrentBeatIndex, iCurrentRowsRemainder );
int iMetronomeRow = -1;
bool bIsMeasure = false;
if( iLastCrossedMeasureIndex != iCurrentMeasureIndex || iLastCrossedBeatIndex != iCurrentBeatIndex )
{
iMetronomeRow = iSongRow - iCurrentRowsRemainder;
bIsMeasure = iCurrentBeatIndex == 0 && iCurrentRowsRemainder == 0;
}
if( iMetronomeRow != -1 )
{
const float fTickBeat = NoteRowToBeat( iMetronomeRow );
const float fTickSecond = timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds;
fSecondsUntil /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; /* 2x music rate means the time until the tick is halved */
RageSoundParams p;
p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
if( bIsMeasure )
m_soundAssistMetronomeMeasure.Play( &p );
else
m_soundAssistMetronomeBeat.Play( &p );
}
}
iRowLastCrossed = iSongRow;
}
void GameplayAssist::StopPlaying()
{
m_soundAssistClap.StopPlaying();
m_soundAssistMetronomeMeasure.StopPlaying();
m_soundAssistMetronomeBeat.StopPlaying();
}
/*
* (c) 2003-2006 Chris Danford
* 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.
*/