package funkin; import flixel.util.FlxSignal; import funkin.SongLoad.SwagSong; import funkin.play.song.Song.SongDifficulty; import funkin.play.song.SongData.SongTimeChange; typedef BPMChangeEvent = { var stepTime:Int; var songTime:Float; var bpm:Float; } class Conductor { /** * 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. */ private static var timeChanges:Array = []; /** * The current time change. */ private static var currentTimeChange:SongTimeChange; /** * The current position in the song in milliseconds. * Updated every frame based on the audio position. */ public static var songPosition:Float; /** * Beats per minute of the current song at the current time. */ public static var bpm(get, null):Float; static function get_bpm():Float { if (bpmOverride != null) return bpmOverride; if (currentTimeChange == null) return 100; return currentTimeChange.bpm; } static var bpmOverride:Null = null; // OLD, replaced with timeChanges. public static var bpmChangeMap:Array = []; /** * Duration of a beat in millisecond. Calculated based on bpm. */ public static var crochet(get, null):Float; static function get_crochet():Float { return ((60 / bpm) * 1000); } /** * Duration of a step in milliseconds. Calculated based on bpm. */ public static var stepCrochet(get, null):Float; static function get_stepCrochet():Float { return crochet / 4; } /** * Current position in the song, in beats. **/ public static var currentBeat(default, null):Int; /** * Current position in the song, in steps. */ public static var currentStep(default, null):Int; /** * Current position in the song, in steps and fractions of a step. */ public static var currentStepTime(default, null):Float; public static var beatHit(default, null):FlxSignal = new FlxSignal(); public static var stepHit(default, null):FlxSignal = new FlxSignal(); public static var lastSongPos:Float; public static var visualOffset:Float = 0; public static var audioOffset:Float = 0; public static var offset:Float = 0; // TODO: Add code to update this. public static var beatsPerMeasure:Int = 4; private function new() { } public static function getLastBPMChange() { var lastChange:BPMChangeEvent = { stepTime: 0, songTime: 0, bpm: 0 } for (i in 0...Conductor.bpmChangeMap.length) { if (Conductor.songPosition >= Conductor.bpmChangeMap[i].songTime) lastChange = Conductor.bpmChangeMap[i]; if (Conductor.songPosition < Conductor.bpmChangeMap[i].songTime) break; } return lastChange; } /** * Forcibly defines the current BPM of the song. * Useful for things like the chart editor that need to manipulate BPM in real time. * * WARNING: Avoid this for things like setting the BPM of the title screen music, * you should have a metadata file for it instead. */ public static function forceBPM(bpm:Float) { trace('[CONDUCTOR] Forcing BPM to ' + bpm); Conductor.bpmOverride = bpm; } /** * Update the conductor with the current song position. * BPM, current step, etc. will be re-calculated based on the song position. * * @param songPosition The current position in the song in milliseconds. * Leave blank to use the FlxG.sound.music position. */ public static function update(songPosition:Float = null) { if (songPosition == null) songPosition = (FlxG.sound.music != null) ? (FlxG.sound.music.time + Conductor.offset) : 0; var oldBeat = currentBeat; var oldStep = currentStep; Conductor.songPosition = songPosition; // Conductor.bpm = Conductor.getLastBPMChange().bpm; currentTimeChange = timeChanges[0]; for (i in 0...timeChanges.length) { if (songPosition >= timeChanges[i].timeStamp) currentTimeChange = timeChanges[i]; if (songPosition < timeChanges[i].timeStamp) break; } if (currentTimeChange == null && bpmOverride == null) { trace('WARNING: Conductor is broken, timeChanges is empty.'); } else if (currentTimeChange != null) { currentStepTime = (currentTimeChange.beatTime * 4) + (songPosition - currentTimeChange.timeStamp) / stepCrochet; currentStep = Math.floor(currentStepTime); currentBeat = Math.floor(currentStep / 4); } else { // Assume a constant BPM equal to the forced value. currentStepTime = (songPosition / stepCrochet); currentStep = Math.floor(currentStepTime); currentBeat = Math.floor(currentStep / 4); } // FlxSignals are really cool. if (currentStep != oldStep) stepHit.dispatch(); if (currentBeat != oldBeat) beatHit.dispatch(); } @:deprecated // Switch to TimeChanges instead. public static function mapBPMChanges(song:SwagSong) { bpmChangeMap = []; var curBPM:Float = song.bpm; var totalSteps:Int = 0; var totalPos:Float = 0; for (i in 0...SongLoad.getSong().length) { if (SongLoad.getSong()[i].changeBPM && SongLoad.getSong()[i].bpm != curBPM) { curBPM = SongLoad.getSong()[i].bpm; var event:BPMChangeEvent = { stepTime: totalSteps, songTime: totalPos, bpm: curBPM }; bpmChangeMap.push(event); } var deltaSteps:Int = SongLoad.getSong()[i].lengthInSteps; totalSteps += deltaSteps; totalPos += ((60 / curBPM) * 1000 / 4) * deltaSteps; } } public static function mapTimeChanges(songTimeChanges:Array) { timeChanges = []; for (currentTimeChange in songTimeChanges) { timeChanges.push(currentTimeChange); } trace('Done mapping time changes: ' + timeChanges); // Done. } /** * Given a time in milliseconds, return a time in steps. */ public static function getTimeInSteps(ms:Float):Int { if (timeChanges.length == 0) { // Assume a constant BPM equal to the forced value. return Math.floor(ms / stepCrochet); } else { var resultStep:Int = 0; 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; } } resultStep += Math.floor((ms - lastTimeChange.timeStamp) / stepCrochet); return resultStep; } } }