Initial commit. Implement music sync features.

This commit is contained in:
2026-01-19 22:48:17 +08:00
commit f16cf0fb96
37 changed files with 757 additions and 0 deletions

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class_name BeatUpdate
## Beat this frame.
var current: float
## Beat last frame.
var previous: float
## Beat updated forward in time.
func forward() -> bool:
return current > previous
## Beat updated backward in time.
func backward() -> bool:
return current < previous
func new_beat() -> bool:
return floori(previous) != floori(current)
func _init(current_beat: float = 0.0, previous_beat: float = 0.0) -> void:
current = current_beat
previous = previous_beat

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## Class for playing music and providing an interface to keep events in sync.
class_name Conductor extends Node
## If true, start immediately when ready.
@export var autostart: bool = false
## Music to play.
@export var music: Music
signal started
signal ticked(beat_update: BeatUpdate)
signal ticked_forward(new_beat: float)
#signal ticked_backward(new_beat: float)
signal finished
func start() -> void:
assert(music != null)
assert(_audio_player != null)
_stop_playback_and_initialize()
_active = true
started.emit()
func is_active() -> bool:
return _active
func current_time() -> float:
return(_audio_player.get_playback_position() +
AudioServer.get_time_since_last_mix() +
_music_offset - _remaining_silence)
func previous_time() -> float:
return _previous_time
func current_beat() -> float:
return _sync_track.to_beat(current_time())
func previous_beat() -> float:
return _previous_beat
func current_bpm() -> float:
return _sync_track.bpm_at_time(current_time())
func add_time(seconds: float) -> void:
if _audio_player == null:
return
_audio_player.seek(_audio_player.get_playback_position() + seconds)
_previous_time = current_time()
_previous_beat = current_beat()
# ====== IMPLEMENTATION ====== #
var _active: bool = false
var _previous_time: float = -1.0
var _previous_beat: float = -1.0
var _audio_player: AudioStreamPlayer = null
var _sync_track: SyncTrack = SyncTrack.new()
var _music_offset: float
var _music_playing: bool = false
var _remaining_silence: float = 0.0
func _ready() -> void:
_audio_player = AudioStreamPlayer.new()
add_child(_audio_player)
_audio_player.finished.connect(_on_music_finished)
if autostart:
start()
func _on_music_finished() -> void:
_music_playing = false
_active = false
finished.emit()
func _process(delta: float) -> void:
if not _active:
return
if _music_playing:
_beat_update()
else:
_update_silence(delta)
func _update_silence(elapsed_time: float) -> void:
_remaining_silence -= elapsed_time
if _remaining_silence < 0:
_play_music_from_offset(-_remaining_silence)
_remaining_silence = 0.0
func _beat_update() -> void:
var _current_time = current_time()
# _audio_player.get_playback_position() used in current_time()
# is not perfect and may return a lesser value than last frame.
# This makes sure the beat never updates backward.
if _current_time <= _previous_time:
return
var _current_beat = _sync_track.to_beat(_current_time)
ticked.emit(BeatUpdate.new(_current_beat, _previous_beat))
ticked_forward.emit(_current_beat)
_previous_beat = _current_beat
_previous_time = _current_time
func _stop_playback_and_initialize() -> void:
if _audio_player.playing:
_audio_player.stop()
_active = false
_music_playing = false
_previous_time = -1.0
_previous_beat = -1.0
_music_offset = music.offset
_remaining_silence = _music_offset
_audio_player.stream = music.stream
_sync_track.initialize(music.tempo)
func _play_music_from_offset(offset: float) -> void:
_audio_player.play(offset)
_music_playing = true

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class_name EventLayout extends Node
#var _beats: Array[float]
#var _callables: Array[Callable]
#var _index: int = 0
### Schedule the callable to be called on the specified beat.
#func schedule(beat: float, callable: Callable) -> void:
#var i := schedule_beats.find_custom(func(s_beat: float): return s_beat > beat )
#if i == -1:
#i = schedule_beats.size()
#schedule_beats.insert(i, beat)
#schedule_callables.insert(i, callable)
#
### Clears all scheduled callables.
#func reset_schedule() -> void:
#schedule_beats.clear()
#schedule_callables.clear()
#schedule_index = 0
#
#while(schedule_index < schedule_beats.size()
#and get_beat() >= schedule_beats.get(schedule_index)):
#schedule_callables.get(schedule_index).call()
#schedule_index += 1

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## Class for converting beats to time (since start of music) and vice versa.
class_name SyncTrack extends Node
func initialize(tempo: Tempo) -> void:
_set_bpm_data(tempo)
_calculate_cache()
## Get the number of valid BPM changes.
func size() -> int:
return min(_bpms.size(), _lengths.size() + 1)
## Get the BPM at the given time (since music start).
func bpm_at_time(time: float) -> float:
var i: int = _get_bpm_index_at_time(time)
if _types[i] == Tempo.BPM_TYPE.LINEAR:
var delta = inverse_lerp(_elapsed_seconds[i], _elapsed_seconds[i+1], time)
return lerp(_bpms[i], _bpms[i+1], delta)
else:
return _bpms.get(i)
## Get the beat at the given time (since music start).
func to_beat(time: float) -> float:
var i: int = _get_bpm_index_at_time(time)
# If i is not the last BPM:
if i < _bpms.size() - 1:
var delta = inverse_lerp(_elapsed_seconds[i], _elapsed_seconds[i+1], time)
return lerp(_elapsed_beats[i], _elapsed_beats[i+1], delta)
# Else i is the last BPM:
else:
var bps: float = _bpms[i] / 60.0
var remaining_seconds: float = time - _elapsed_seconds[i]
var remaining_beats: float = remaining_seconds * bps
return _elapsed_beats[i] + remaining_beats
## Get the time (since music start) at the given beat.
func to_time(beat: float) -> float:
var i: int = _get_bpm_index_at_beat(beat)
if i == -1:
return -1.0
# Else if i is not the last BPM:
elif i < _bpms.size() - 1:
var delta = inverse_lerp(_elapsed_beats[i], _elapsed_beats[i+1], beat)
return lerp(_elapsed_seconds[i], _elapsed_seconds[i+1], delta)
# Else i is the last BPM:
else:
var bps: float = _bpms[i] / 60.0
var remaining_beats: float = beat - _elapsed_beats[i]
var remaining_seconds: float = remaining_beats / bps
return _elapsed_seconds[i] + remaining_seconds
func _init(tempo: Tempo = Tempo.new()) -> void:
initialize(tempo)
# IMPLEMENTATION
# === Note about BPM data ===
# The data for each BPM is stored in the same index
# across the different arrays.
# ===========================
## BPM array (Beats per Minute).
var _bpms: Array[float]
## The duration of each BPM in beats.
var _lengths: Array[float]
## The BpmData.BPM_TYPE of each BPM.
var _types: Array[Tempo.BPM_TYPE]
# Cache variables that make calculations easier.
## The duration of each BPM in seconds.
var _length_seconds: Array[float]
## Seconds passed before the corresponding BPM.
var _elapsed_seconds: Array[float] = [0.0]
## Beats passed before the corresponding BPM.
var _elapsed_beats: Array[float] = [0.0]
## Set the BPM data arrays.
func _set_bpm_data(tempo: Tempo) -> void:
_clear_bpm_data()
tempo.normalize()
_bpms = tempo.bpms
_lengths = tempo.lengths
_types = tempo.types
func _calculate_cache() -> void:
_clear_cache()
for i: int in range(0, _bpms.size() - 1):
var bps: float
var length_in_beats: float = _lengths[i]
if _types[i] == Tempo.BPM_TYPE.LINEAR:
# Average BPS.
bps = (_bpms[i] + _bpms[i+1]) / 120.0
else:
bps = _bpms[i] / 60.0
var length_in_seconds: float = length_in_beats / bps
_length_seconds.append(length_in_seconds)
_elapsed_seconds.append(_elapsed_seconds.back() + length_in_seconds)
_elapsed_beats.append(_elapsed_beats.back() + length_in_beats)
if _length_seconds.size() > 0:
_length_seconds[-1] = -1.0
func _clear_bpm_data() -> void:
_bpms = []
_lengths = []
_types = []
func _clear_cache() -> void:
_length_seconds = []
_elapsed_seconds = [0.0]
_elapsed_beats = [0.0]
func _get_bpm_index_at_time(time: float) -> int:
assert(_elapsed_seconds.size() > 0)
assert(_bpms.size() > 0)
var _find_index: Callable = func (p_elapsed_seconds: float) -> bool:
return time < p_elapsed_seconds
var index: int = _elapsed_seconds.find_custom(_find_index)
if index == -1:
index = _bpms.size() - 1
else:
index -= 1
return index
func _get_bpm_index_at_beat(beat: float) -> int:
var _find_index: Callable = func (p_elapsed_beats: float) -> bool:
return beat < p_elapsed_beats
if _elapsed_beats.size() == 0:
return -1
var index: int = _elapsed_beats.find_custom(_find_index)
if index > 0:
index -= 1
elif index == -1:
index = max(0, _bpms.size()-1)
return index
func _print_data() -> void:
print("=== SyncTrack ===")
print("BPMs: ", _bpms)
print("BPM Lengths (Beats): ", _lengths)
print("BPM Types: ", _types)
print("Elapsed Seconds: ", _elapsed_seconds)
print("Elapsed Beats: ", _elapsed_beats)

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