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Funkin/source/funkin/Conductor.hx

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package funkin;
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import funkin.util.Constants;
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import flixel.util.FlxSignal;
import flixel.math.FlxMath;
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import funkin.play.song.Song.SongDifficulty;
import funkin.data.song.SongData.SongTimeChange;
import funkin.data.song.SongDataUtils;
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/**
* A core class which handles musical timing throughout the game,
* both in gameplay and in menus.
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*/
@:nullSafety
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class Conductor
{
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// onBeatHit is called every quarter note
// onStepHit is called every sixteenth note
// 4/4 = 4 beats per measure = 16 steps per measure
// 120 BPM = 120 quarter notes per minute = 2 onBeatHit per second
// 120 BPM = 480 sixteenth notes per minute = 8 onStepHit per second
// 60 BPM = 60 quarter notes per minute = 1 onBeatHit per second
// 60 BPM = 240 sixteenth notes per minute = 4 onStepHit per second
// 3/4 = 3 beats per measure = 12 steps per measure
// (IDENTICAL TO 4/4 but shorter measure length)
// 120 BPM = 120 quarter notes per minute = 2 onBeatHit per second
// 120 BPM = 480 sixteenth notes per minute = 8 onStepHit per second
// 60 BPM = 60 quarter notes per minute = 1 onBeatHit per second
// 60 BPM = 240 sixteenth notes per minute = 4 onStepHit per second
// 7/8 = 3.5 beats per measure = 14 steps per measure
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/**
* The current instance of the Conductor.
* If one doesn't currently exist, a new one will be created.
*
* You can also do stuff like store a reference to the Conductor and pass it around or temporarily replace it,
* or have a second Conductor running at the same time, or other weird stuff like that if you need to.
*/
public static var instance:Conductor = new Conductor();
/**
* Signal fired when the current Conductor instance advances to a new measure.
*/
public static var measureHit(default, null):FlxSignal = new FlxSignal();
/**
* Signal fired when the current Conductor instance advances to a new beat.
*/
public static var beatHit(default, null):FlxSignal = new FlxSignal();
/**
* Signal fired when the current Conductor instance advances to a new step.
*/
public static var stepHit(default, null):FlxSignal = new FlxSignal();
/**
* The list of time changes in the song.
* There should be at least one time change (at the beginning of the song) to define the BPM.
*/
var timeChanges:Array<SongTimeChange> = [];
/**
* The most recent time change for the current song position.
*/
public var currentTimeChange(default, null):Null<SongTimeChange>;
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/**
* The current position in the song in milliseconds.
* Update this every frame based on the audio position using `Conductor.instance.update()`.
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*/
public var songPosition(default, null):Float = 0;
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/**
* Beats per minute of the current song at the current time.
*/
public var bpm(get, never):Float;
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function get_bpm():Float
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{
if (bpmOverride != null) return bpmOverride;
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if (currentTimeChange == null) return Constants.DEFAULT_BPM;
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return currentTimeChange.bpm;
}
/**
* Beats per minute of the current song at the start time.
*/
public var startingBPM(get, never):Float;
function get_startingBPM():Float
{
if (bpmOverride != null) return bpmOverride;
var timeChange = timeChanges[0];
if (timeChange == null) return Constants.DEFAULT_BPM;
return timeChange.bpm;
}
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/**
* The current value set by `forceBPM`.
* If false, BPM is determined by time changes.
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*/
var bpmOverride:Null<Float> = null;
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/**
* Duration of a measure in milliseconds. Calculated based on bpm.
*/
public var measureLengthMs(get, never):Float;
function get_measureLengthMs():Float
{
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return beatLengthMs * timeSignatureNumerator;
}
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/**
* Duration of a beat (quarter note) in milliseconds. Calculated based on bpm.
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*/
public var beatLengthMs(get, never):Float;
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function get_beatLengthMs():Float
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{
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// Tied directly to BPM.
return ((Constants.SECS_PER_MIN / bpm) * Constants.MS_PER_SEC);
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}
/**
* Duration of a step (sixtennth note) in milliseconds. Calculated based on bpm.
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*/
public var stepLengthMs(get, never):Float;
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function get_stepLengthMs():Float
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{
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return beatLengthMs / timeSignatureNumerator;
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}
public var timeSignatureNumerator(get, never):Int;
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function get_timeSignatureNumerator():Int
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{
if (currentTimeChange == null) return Constants.DEFAULT_TIME_SIGNATURE_NUM;
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return currentTimeChange.timeSignatureNum;
}
public var timeSignatureDenominator(get, never):Int;
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function get_timeSignatureDenominator():Int
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{
if (currentTimeChange == null) return Constants.DEFAULT_TIME_SIGNATURE_DEN;
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return currentTimeChange.timeSignatureDen;
}
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/**
* Current position in the song, in measures.
*/
public var currentMeasure(default, null):Int = 0;
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/**
* Current position in the song, in beats.
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*/
public var currentBeat(default, null):Int = 0;
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/**
* Current position in the song, in steps.
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*/
public var currentStep(default, null):Int = 0;
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/**
* Current position in the song, in measures and fractions of a measure.
*/
public var currentMeasureTime(default, null):Float = 0;
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/**
* Current position in the song, in beats and fractions of a measure.
*/
public var currentBeatTime(default, null):Float = 0;
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/**
* Current position in the song, in steps and fractions of a step.
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*/
public var currentStepTime(default, null):Float = 0;
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/**
* An offset tied to the current chart file to compensate for a delay in the instrumental.
*/
public var instrumentalOffset:Float = 0;
/**
* The instrumental offset, in terms of steps.
*/
public var instrumentalOffsetSteps(get, never):Float;
function get_instrumentalOffsetSteps():Float
{
var startingStepLengthMs:Float = ((Constants.SECS_PER_MIN / startingBPM) * Constants.MS_PER_SEC) / timeSignatureNumerator;
return instrumentalOffset / startingStepLengthMs;
}
/**
* An offset tied to the file format of the audio file being played.
*/
public var formatOffset:Float = 0;
/**
* An offset set by the user to compensate for input lag.
*/
public var inputOffset:Float = 0;
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/**
* The number of beats in a measure. May be fractional depending on the time signature.
*/
public var beatsPerMeasure(get, never):Float;
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function get_beatsPerMeasure():Float
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{
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// NOTE: Not always an integer, for example 7/8 is 3.5 beats per measure
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return stepsPerMeasure / Constants.STEPS_PER_BEAT;
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}
/**
* The number of steps in a measure.
* TODO: I don't think this can be fractional?
*/
public var stepsPerMeasure(get, never):Int;
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function get_stepsPerMeasure():Int
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{
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// TODO: Is this always an integer?
return Std.int(timeSignatureNumerator / timeSignatureDenominator * Constants.STEPS_PER_BEAT * Constants.STEPS_PER_BEAT);
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}
public function new() {}
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/**
* Forcibly defines the current BPM of the song.
* Useful for things like the chart editor that need to manipulate BPM in real time.
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*
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* Set to null to reset to the BPM defined by the timeChanges.
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*
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* WARNING: Avoid this for things like setting the BPM of the title screen music,
* you should have a metadata file for it instead.
*/
public function forceBPM(?bpm:Float = null)
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{
if (bpm != null)
{
trace('[CONDUCTOR] Forcing BPM to ${bpm}');
}
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else
{
// trace('[CONDUCTOR] Resetting BPM to default');
}
this.bpmOverride = bpm;
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}
/**
* Update the conductor with the current song position.
* BPM, current step, etc. will be re-calculated based on the song position.
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*
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* @param songPosition The current position in the song in milliseconds.
* Leave blank to use the FlxG.sound.music position.
*/
public function update(?songPos:Float)
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{
if (songPos == null)
{
// Take into account instrumental and file format song offsets.
songPos = (FlxG.sound.music != null) ? (FlxG.sound.music.time + instrumentalOffset + formatOffset) : 0.0;
}
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var oldMeasure = this.currentMeasure;
var oldBeat = this.currentBeat;
var oldStep = this.currentStep;
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// Set the song position we are at (for purposes of calculating note positions, etc).
this.songPosition = songPos;
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currentTimeChange = timeChanges[0];
if (this.songPosition > 0.0)
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{
for (i in 0...timeChanges.length)
{
if (this.songPosition >= timeChanges[i].timeStamp) currentTimeChange = timeChanges[i];
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if (this.songPosition < timeChanges[i].timeStamp) break;
}
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}
if (currentTimeChange == null && bpmOverride == null && FlxG.sound.music != null)
{
trace('WARNING: Conductor is broken, timeChanges is empty.');
}
else if (currentTimeChange != null && this.songPosition > 0.0)
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{
// roundDecimal prevents representing 8 as 7.9999999
this.currentStepTime = FlxMath.roundDecimal((currentTimeChange.beatTime * 4) + (this.songPosition - currentTimeChange.timeStamp) / stepLengthMs, 6);
this.currentBeatTime = currentStepTime / Constants.STEPS_PER_BEAT;
this.currentMeasureTime = currentStepTime / stepsPerMeasure;
this.currentStep = Math.floor(currentStepTime);
this.currentBeat = Math.floor(currentBeatTime);
this.currentMeasure = Math.floor(currentMeasureTime);
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}
else
{
// Assume a constant BPM equal to the forced value.
this.currentStepTime = FlxMath.roundDecimal((songPosition / stepLengthMs), 4);
this.currentBeatTime = currentStepTime / Constants.STEPS_PER_BEAT;
this.currentMeasureTime = currentStepTime / stepsPerMeasure;
this.currentStep = Math.floor(currentStepTime);
this.currentBeat = Math.floor(currentBeatTime);
this.currentMeasure = Math.floor(currentMeasureTime);
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}
// Only fire the signal if we are THE Conductor.
if (this == Conductor.instance)
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{
// FlxSignals are really cool.
if (currentStep != oldStep)
{
Conductor.stepHit.dispatch();
}
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if (currentBeat != oldBeat)
{
Conductor.beatHit.dispatch();
}
if (currentMeasure != oldMeasure)
{
Conductor.measureHit.dispatch();
}
}
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}
public function mapTimeChanges(songTimeChanges:Array<SongTimeChange>)
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{
timeChanges = [];
// Sort in place just in case it's out of order.
SongDataUtils.sortTimeChanges(songTimeChanges);
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for (currentTimeChange in songTimeChanges)
{
// TODO: Maybe handle this different?
// Do we care about BPM at negative timestamps?
// Without any custom handling, `currentStepTime` becomes non-zero at `songPosition = 0`.
if (currentTimeChange.timeStamp < 0.0) currentTimeChange.timeStamp = 0.0;
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if (currentTimeChange.timeStamp <= 0.0)
{
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currentTimeChange.beatTime = 0.0;
}
else
{
// Calculate the beat time of this timestamp.
currentTimeChange.beatTime = 0.0;
if (currentTimeChange.timeStamp > 0.0 && timeChanges.length > 0)
{
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var prevTimeChange:SongTimeChange = timeChanges[timeChanges.length - 1];
currentTimeChange.beatTime = FlxMath.roundDecimal(prevTimeChange.beatTime
+ ((currentTimeChange.timeStamp - prevTimeChange.timeStamp) * prevTimeChange.bpm / Constants.SECS_PER_MIN / Constants.MS_PER_SEC),
4);
}
}
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timeChanges.push(currentTimeChange);
}
if (timeChanges.length > 0)
{
trace('Done mapping time changes: ${timeChanges}');
}
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// Update currentStepTime
this.update(Conductor.instance.songPosition);
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}
/**
* Given a time in milliseconds, return a time in steps.
*/
public function getTimeInSteps(ms:Float):Float
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{
if (timeChanges.length == 0)
{
// Assume a constant BPM equal to the forced value.
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return Math.floor(ms / stepLengthMs);
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}
else
{
var resultStep:Float = 0;
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var lastTimeChange:SongTimeChange = timeChanges[0];
for (timeChange in timeChanges)
{
if (ms >= timeChange.timeStamp)
{
lastTimeChange = timeChange;
resultStep = lastTimeChange.beatTime * 4;
}
else
{
// This time change is after the requested time.
break;
}
}
var lastStepLengthMs:Float = ((Constants.SECS_PER_MIN / lastTimeChange.bpm) * Constants.MS_PER_SEC) / timeSignatureNumerator;
var resultFractionalStep:Float = (ms - lastTimeChange.timeStamp) / lastStepLengthMs;
resultStep += resultFractionalStep; // Math.floor();
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return resultStep;
}
}
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/**
* Given a time in steps and fractional steps, return a time in milliseconds.
*/
public function getStepTimeInMs(stepTime:Float):Float
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{
if (timeChanges.length == 0)
{
// Assume a constant BPM equal to the forced value.
return stepTime * stepLengthMs;
}
else
{
var resultMs:Float = 0;
var lastTimeChange:SongTimeChange = timeChanges[0];
for (timeChange in timeChanges)
{
if (stepTime >= timeChange.beatTime * 4)
{
lastTimeChange = timeChange;
resultMs = lastTimeChange.timeStamp;
}
else
{
// This time change is after the requested time.
break;
}
}
var lastStepLengthMs:Float = ((Constants.SECS_PER_MIN / lastTimeChange.bpm) * Constants.MS_PER_SEC) / timeSignatureNumerator;
resultMs += (stepTime - lastTimeChange.beatTime * 4) * lastStepLengthMs;
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return resultMs;
}
}
/**
* Given a time in beats and fractional beats, return a time in milliseconds.
*/
public function getBeatTimeInMs(beatTime:Float):Float
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{
if (timeChanges.length == 0)
{
// Assume a constant BPM equal to the forced value.
return beatTime * stepLengthMs * Constants.STEPS_PER_BEAT;
}
else
{
var resultMs:Float = 0;
var lastTimeChange:SongTimeChange = timeChanges[0];
for (timeChange in timeChanges)
{
if (beatTime >= timeChange.beatTime)
{
lastTimeChange = timeChange;
resultMs = lastTimeChange.timeStamp;
}
else
{
// This time change is after the requested time.
break;
}
}
var lastStepLengthMs:Float = ((Constants.SECS_PER_MIN / lastTimeChange.bpm) * Constants.MS_PER_SEC) / timeSignatureNumerator;
resultMs += (beatTime - lastTimeChange.beatTime) * lastStepLengthMs * Constants.STEPS_PER_BEAT;
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return resultMs;
}
}
public static function watchQuick():Void
{
FlxG.watch.addQuick("songPosition", Conductor.instance.songPosition);
FlxG.watch.addQuick("bpm", Conductor.instance.bpm);
FlxG.watch.addQuick("currentMeasureTime", Conductor.instance.currentMeasureTime);
FlxG.watch.addQuick("currentBeatTime", Conductor.instance.currentBeatTime);
FlxG.watch.addQuick("currentStepTime", Conductor.instance.currentStepTime);
}
/**
* Reset the Conductor, replacing the current instance with a fresh one.
*/
public static function reset():Void
{
Conductor.instance = new Conductor();
}
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}