Initial commit. Implement music sync features.
This commit is contained in:
4
.editorconfig
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.editorconfig
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root = true
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[*]
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charset = utf-8
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.gitattributes
vendored
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.gitattributes
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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.gitignore
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.gitignore
vendored
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# Godot 4+ specific ignores
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.godot/
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/android/
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# Ignore folders starting with .
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.*/
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BIN
chart/test_nibelungen/audio.mp3
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BIN
chart/test_nibelungen/audio.mp3
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Binary file not shown.
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chart/test_nibelungen/audio.mp3.import
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chart/test_nibelungen/audio.mp3.import
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[remap]
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importer="mp3"
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type="AudioStreamMP3"
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uid="uid://btmy8ffph5gn3"
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path="res://.godot/imported/audio.mp3-a6ce572dbede3712a85c3e444692049c.mp3str"
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[deps]
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source_file="res://chart/test_nibelungen/audio.mp3"
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dest_files=["res://.godot/imported/audio.mp3-a6ce572dbede3712a85c3e444692049c.mp3str"]
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[params]
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loop=false
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loop_offset=0
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bpm=0
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beat_count=0
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bar_beats=4
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9
chart/test_nibelungen/tempo.tres
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chart/test_nibelungen/tempo.tres
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[gd_resource type="Resource" script_class="Tempo" load_steps=2 format=3 uid="uid://b34uhnkvwfyc1"]
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[ext_resource type="Script" uid="uid://c3vwmf1f1woo3" path="res://resource_type/tempo.gd" id="1_yhdoo"]
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[resource]
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script = ExtResource("1_yhdoo")
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bpms = Array[float]([160.0, 222.0, 200.0, 190.0, 170.0, 150.0, 135.0])
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lengths = Array[float]([51.0, 638.0, 640.0, 641.0, 642.0, 644.0])
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metadata/_custom_type_script = "uid://c3vwmf1f1woo3"
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1
image/godot_icon.svg
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image/godot_icon.svg
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@@ -0,0 +1 @@
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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>
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After Width: | Height: | Size: 995 B |
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image/godot_icon.svg.import
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image/godot_icon.svg.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://m4o76cw7njx2"
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path="res://.godot/imported/godot_icon.svg-701d499c081c2a6850df1a5de9e7d612.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://image/godot_icon.svg"
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dest_files=["res://.godot/imported/godot_icon.svg-701d499c081c2a6850df1a5de9e7d612.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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svg/scale=1.0
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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project.godot
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project.godot
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="SolarBeat"
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run/main_scene="uid://dwro2d0482v0p"
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config/features=PackedStringArray("4.5", "GL Compatibility")
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config/icon="res://image/godot_icon.svg"
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[rendering]
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renderer/rendering_method="gl_compatibility"
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renderer/rendering_method.mobile="gl_compatibility"
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resource_type/chart.gd
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resource_type/chart.gd
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## Contains all the notes and events that make up a chart.
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class_name Chart extends Resource
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var notes: Array[Note]
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1
resource_type/chart.gd.uid
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1
resource_type/chart.gd.uid
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uid://oih6cupm4xnu
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resource_type/music.gd
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resource_type/music.gd
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class_name Music extends Resource
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## Music AudioStream.
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@export var stream: AudioStream = null
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## Music offset in seconds.
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@export var offset: float = 0.0
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## BPM data to sync to the music.
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@export var tempo: Tempo = Tempo.new()
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1
resource_type/music.gd.uid
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1
resource_type/music.gd.uid
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@@ -0,0 +1 @@
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uid://rg6orh6kutai
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resource_type/song.gd
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resource_type/song.gd
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## Represents a level for a music audio that may contain multiple charts.
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class_name Song extends Resource
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var music: Music
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var charts: Dictionary[StringName, Chart] = {}
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func has_music() -> bool:
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return music != null and music.stream != null
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func has_chart() -> bool:
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return not charts.is_empty()
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1
resource_type/song.gd.uid
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1
resource_type/song.gd.uid
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@@ -0,0 +1 @@
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uid://jcm4r2avbciq
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75
resource_type/tempo.gd
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resource_type/tempo.gd
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## Resource for storing BPM data and loading into a SyncTrack.
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class_name Tempo extends Resource
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## Defines how the BPM changes throughout its length.
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enum BPM_TYPE {
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HOLD = 0, ## BPM stays constant through the whole length.
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LINEAR = 1 ## BPM linearly interpolates to the next BPM.
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}
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# The data for each BPM is stored in the same index
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# across the different arrays.
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@export var bpms: Array[float] = []
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@export var lengths: Array[float] = []
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@export var types: Array[BPM_TYPE] = []
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## Get the number of valid BPM changes.
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func size() -> int:
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return min(bpms.size(), lengths.size() + 1)
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## Ensure the arrays obey the following properties:
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## all arrays are the same size (every BPM has a length and type),
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## last element of BPM Length Beats is -1 (since the
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## corresponding BPM is assumed to last the rest of the chart).
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## Extra BPM or BPM Length values are truncated.
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## If BPM Types must be resized greater, assume every BPM after is
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## BPM_TYPE.HOLD.
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func normalize() -> void:
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var target_size := size()
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bpms.resize(target_size)
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lengths.resize(target_size)
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types.resize(target_size)
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if target_size > 0:
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_make_bpm_positive()
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_make_lengths_positive()
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lengths[-1] = -1
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types[-1] = BPM_TYPE.HOLD
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#----- Static Constructors -----#
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static func create_from_arrays(
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p_bpms: Array[float],
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p_lengths: Array[float],
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p_types: Array[BPM_TYPE]
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) -> Tempo:
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var result: Tempo = Tempo.new()
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result.bpms = p_bpms
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result.lengths = p_lengths
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result.types = p_types
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result.normalize()
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return result
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static func create_from_nodes(_p_nodes: Array[Variant]) -> Tempo:
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var result: Tempo = Tempo.new()
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# Parse array and add data to result...
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# Might not be used?
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return result
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#----- ------------- -----#
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## Makes sure every BPM entry is positive.
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## Negative BPMs are inverted.
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func _make_bpm_positive() -> void:
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for i: int in range(bpms.size()):
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bpms[i] = abs(bpms[i])
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## Makes sure every length entry is positive.
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## Negative lengths are inverted.
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func _make_lengths_positive() -> void:
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for i: int in range(lengths.size()):
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lengths[i] = abs(lengths[i])
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1
resource_type/tempo.gd.uid
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1
resource_type/tempo.gd.uid
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@@ -0,0 +1 @@
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uid://c3vwmf1f1woo3
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9
rhythm_game/lane/lane.gd
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rhythm_game/lane/lane.gd
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class_name Lane extends Node2D
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func get_hit_pos() -> Vector2:
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return position
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func update(_beat: BeatUpdate) -> void:
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pass
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1
rhythm_game/lane/lane.gd.uid
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1
rhythm_game/lane/lane.gd.uid
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@@ -0,0 +1 @@
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uid://u42y08gn6bi7
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6
rhythm_game/lane/lane.tscn
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rhythm_game/lane/lane.tscn
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[gd_scene load_steps=2 format=3 uid="uid://ch06ds4gr82nl"]
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[ext_resource type="Script" uid="uid://u42y08gn6bi7" path="res://rhythm_game/lane/lane.gd" id="1_p48sd"]
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[node name="Lane" type="Node2D"]
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script = ExtResource("1_p48sd")
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5
rhythm_game/metronome.gd
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rhythm_game/metronome.gd
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class_name Metronome extends AudioStreamPlayer
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func on_conductor_ticked(update: BeatUpdate) -> void:
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if update.new_beat():
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play()
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1
rhythm_game/metronome.gd.uid
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1
rhythm_game/metronome.gd.uid
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uid://bbpyym0kgujev
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26
rhythm_game/music_sync/beat_update.gd
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rhythm_game/music_sync/beat_update.gd
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class_name BeatUpdate
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## Beat this frame.
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var current: float
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## Beat last frame.
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var previous: float
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## Beat updated forward in time.
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func forward() -> bool:
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return current > previous
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## Beat updated backward in time.
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func backward() -> bool:
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return current < previous
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func new_beat() -> bool:
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return floori(previous) != floori(current)
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func _init(current_beat: float = 0.0, previous_beat: float = 0.0) -> void:
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current = current_beat
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previous = previous_beat
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1
rhythm_game/music_sync/beat_update.gd.uid
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1
rhythm_game/music_sync/beat_update.gd.uid
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uid://dyjoi5i3iha0h
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142
rhythm_game/music_sync/conductor.gd
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142
rhythm_game/music_sync/conductor.gd
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## Class for playing music and providing an interface to keep events in sync.
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class_name Conductor extends Node
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## If true, start immediately when ready.
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@export var autostart: bool = false
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## Music to play.
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@export var music: Music
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signal started
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signal ticked(beat_update: BeatUpdate)
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signal ticked_forward(new_beat: float)
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#signal ticked_backward(new_beat: float)
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signal finished
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func start() -> void:
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assert(music != null)
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assert(_audio_player != null)
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_stop_playback_and_initialize()
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_active = true
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started.emit()
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func is_active() -> bool:
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return _active
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func current_time() -> float:
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return(_audio_player.get_playback_position() +
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AudioServer.get_time_since_last_mix() +
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_music_offset - _remaining_silence)
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func previous_time() -> float:
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return _previous_time
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func current_beat() -> float:
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return _sync_track.to_beat(current_time())
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func previous_beat() -> float:
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return _previous_beat
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func current_bpm() -> float:
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return _sync_track.bpm_at_time(current_time())
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func add_time(seconds: float) -> void:
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if _audio_player == null:
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return
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_audio_player.seek(_audio_player.get_playback_position() + seconds)
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_previous_time = current_time()
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_previous_beat = current_beat()
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# ====== IMPLEMENTATION ====== #
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var _active: bool = false
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var _previous_time: float = -1.0
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var _previous_beat: float = -1.0
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var _audio_player: AudioStreamPlayer = null
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var _sync_track: SyncTrack = SyncTrack.new()
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var _music_offset: float
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var _music_playing: bool = false
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var _remaining_silence: float = 0.0
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func _ready() -> void:
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_audio_player = AudioStreamPlayer.new()
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add_child(_audio_player)
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_audio_player.finished.connect(_on_music_finished)
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||||
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||||
if autostart:
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||||
start()
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||||
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||||
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||||
func _on_music_finished() -> void:
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||||
_music_playing = false
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||||
_active = false
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||||
finished.emit()
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||||
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||||
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||||
func _process(delta: float) -> void:
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||||
if not _active:
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||||
return
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||||
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||||
if _music_playing:
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||||
_beat_update()
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||||
else:
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||||
_update_silence(delta)
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||||
|
||||
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||||
func _update_silence(elapsed_time: float) -> void:
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||||
_remaining_silence -= elapsed_time
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||||
|
||||
if _remaining_silence < 0:
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||||
_play_music_from_offset(-_remaining_silence)
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||||
_remaining_silence = 0.0
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||||
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func _beat_update() -> void:
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||||
var _current_time = current_time()
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||||
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||||
# _audio_player.get_playback_position() used in current_time()
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||||
# is not perfect and may return a lesser value than last frame.
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||||
# This makes sure the beat never updates backward.
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||||
if _current_time <= _previous_time:
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||||
return
|
||||
|
||||
var _current_beat = _sync_track.to_beat(_current_time)
|
||||
ticked.emit(BeatUpdate.new(_current_beat, _previous_beat))
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||||
ticked_forward.emit(_current_beat)
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||||
|
||||
_previous_beat = _current_beat
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||||
_previous_time = _current_time
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||||
|
||||
|
||||
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
|
||||
1
rhythm_game/music_sync/conductor.gd.uid
Normal file
1
rhythm_game/music_sync/conductor.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://s16dt0bu0jrg
|
||||
25
rhythm_game/music_sync/event_layout.gd
Normal file
25
rhythm_game/music_sync/event_layout.gd
Normal file
@@ -0,0 +1,25 @@
|
||||
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
|
||||
1
rhythm_game/music_sync/event_layout.gd.uid
Normal file
1
rhythm_game/music_sync/event_layout.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://102cl75cfpgw
|
||||
167
rhythm_game/music_sync/sync_track.gd
Normal file
167
rhythm_game/music_sync/sync_track.gd
Normal file
@@ -0,0 +1,167 @@
|
||||
## 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)
|
||||
1
rhythm_game/music_sync/sync_track.gd.uid
Normal file
1
rhythm_game/music_sync/sync_track.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://wbqg55ld6py5
|
||||
18
rhythm_game/note.gd
Normal file
18
rhythm_game/note.gd
Normal file
@@ -0,0 +1,18 @@
|
||||
class_name Note extends Object
|
||||
|
||||
enum TYPE {
|
||||
TAP = 0,
|
||||
HOLD_START = 1,
|
||||
HOLD_END = 2
|
||||
}
|
||||
|
||||
var hit_beat: float
|
||||
|
||||
var type: TYPE
|
||||
|
||||
var lane: int
|
||||
|
||||
func _init(p_hit_beat: float = -99.0, p_lane: int = 0, p_type: TYPE = TYPE.TAP) -> void:
|
||||
hit_beat = p_hit_beat
|
||||
lane = p_lane
|
||||
type = p_type
|
||||
1
rhythm_game/note.gd.uid
Normal file
1
rhythm_game/note.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cgxrnivh6rjje
|
||||
84
rhythm_game/note_layout.gd
Normal file
84
rhythm_game/note_layout.gd
Normal file
@@ -0,0 +1,84 @@
|
||||
#TODO Split class into two.
|
||||
# One should be responsible for storing arrays of data, like a NoteData class?
|
||||
# Another represents a slice of the data, NoteView.
|
||||
# Before that, figure out how the part of a hold note between the hold start
|
||||
# and hold end will be implemented.
|
||||
class_name NoteLayout extends Node
|
||||
|
||||
## Controls at what beat notes are visible.
|
||||
@export_group("Note View Offset")
|
||||
## At what beat offset from the current beat will notes will be visible.
|
||||
## Example, spawn = 4.0 means notes are spawned 4 beats before
|
||||
## they are meant to be hit.
|
||||
@export var spawn: float = 4.0
|
||||
|
||||
## At what beat offset from the current beat will notes be invisible.
|
||||
## Example, despawn = 4.0 means notes are despawned 4 beats after
|
||||
## they are meant to be hit.
|
||||
@export var despawn: float = 4.0
|
||||
|
||||
|
||||
## The index in notes of the first active note.
|
||||
func start() -> int:
|
||||
return _start
|
||||
|
||||
|
||||
## The index in notes after the last active note.
|
||||
func end() -> int:
|
||||
return _end
|
||||
|
||||
|
||||
func size() -> int:
|
||||
return _beat.size()
|
||||
|
||||
|
||||
func beat(index: int) -> float:
|
||||
return _beat[index]
|
||||
|
||||
|
||||
func lane(index: int) -> int:
|
||||
return _lane[index]
|
||||
|
||||
|
||||
func type(index: int) -> Note.TYPE:
|
||||
return _type[index]
|
||||
|
||||
|
||||
# ======= IMPLEMENTATION ======== #
|
||||
|
||||
# All notes in the chart, arranged by ascending beat.
|
||||
var _beat: Array[float] = []
|
||||
var _lane: Array[int] = []
|
||||
var _type: Array[Note.TYPE] = []
|
||||
|
||||
var _start: int = 0
|
||||
var _end: int = 0
|
||||
|
||||
|
||||
func _push_note(_note: Note) -> void:
|
||||
pass
|
||||
|
||||
|
||||
# TODO FIX THESE
|
||||
func _update_forward(new_beat: float) -> void:
|
||||
var spawn_beat = new_beat + spawn
|
||||
|
||||
while _end < size() and _beat[_end] <= spawn_beat:
|
||||
_end += 1
|
||||
|
||||
var despawn_beat = new_beat - despawn
|
||||
|
||||
while _start < size() and _beat[_start] < despawn_beat:
|
||||
_start += 1
|
||||
|
||||
# TODO FIX THESE
|
||||
#func _update_backward(new_beat: float) -> void:
|
||||
#var spawn_beat = new_beat + note_spawn_offset
|
||||
#
|
||||
#while _end >= 0 and _beat[_end] > spawn_beat:
|
||||
#_end -= 1
|
||||
#
|
||||
#var despawn_beat = new_beat - note_despawn_offset
|
||||
#
|
||||
#while _start >= 0 and _beat[_start] < despawn_beat:
|
||||
#_start -= 1
|
||||
1
rhythm_game/note_layout.gd.uid
Normal file
1
rhythm_game/note_layout.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dlnnbx2wvn66t
|
||||
37
rhythm_game/rhythm_game.tscn
Normal file
37
rhythm_game/rhythm_game.tscn
Normal file
@@ -0,0 +1,37 @@
|
||||
[gd_scene load_steps=10 format=3 uid="uid://dwro2d0482v0p"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://dlnnbx2wvn66t" path="res://rhythm_game/note_layout.gd" id="1_cr5rn"]
|
||||
[ext_resource type="Script" uid="uid://102cl75cfpgw" path="res://rhythm_game/music_sync/event_layout.gd" id="1_jnfl3"]
|
||||
[ext_resource type="Script" uid="uid://s16dt0bu0jrg" path="res://rhythm_game/music_sync/conductor.gd" id="2_62aw1"]
|
||||
[ext_resource type="AudioStream" uid="uid://btmy8ffph5gn3" path="res://chart/test_nibelungen/audio.mp3" id="3_txi6k"]
|
||||
[ext_resource type="Resource" uid="uid://b34uhnkvwfyc1" path="res://chart/test_nibelungen/tempo.tres" id="5_10cpq"]
|
||||
[ext_resource type="Script" uid="uid://rg6orh6kutai" path="res://resource_type/music.gd" id="5_nsyv8"]
|
||||
[ext_resource type="AudioStream" uid="uid://be8dyt7nfpffw" path="res://sfx/sfx_cowbell.ogg" id="6_ecbku"]
|
||||
[ext_resource type="Script" uid="uid://bbpyym0kgujev" path="res://rhythm_game/metronome.gd" id="7_nsyv8"]
|
||||
|
||||
[sub_resource type="Resource" id="Resource_10cpq"]
|
||||
script = ExtResource("5_nsyv8")
|
||||
stream = ExtResource("3_txi6k")
|
||||
offset = -0.17
|
||||
tempo = ExtResource("5_10cpq")
|
||||
metadata/_custom_type_script = "uid://rg6orh6kutai"
|
||||
|
||||
[node name="RhythmGame" type="Node2D"]
|
||||
script = ExtResource("1_jnfl3")
|
||||
|
||||
[node name="Conductor" type="Node" parent="."]
|
||||
script = ExtResource("2_62aw1")
|
||||
autostart = true
|
||||
music = SubResource("Resource_10cpq")
|
||||
metadata/_custom_type_script = "uid://s16dt0bu0jrg"
|
||||
|
||||
[node name="NoteLayout" type="Node" parent="."]
|
||||
script = ExtResource("1_cr5rn")
|
||||
metadata/_custom_type_script = "uid://dlnnbx2wvn66t"
|
||||
|
||||
[node name="Metronome" type="AudioStreamPlayer" parent="."]
|
||||
stream = ExtResource("6_ecbku")
|
||||
script = ExtResource("7_nsyv8")
|
||||
metadata/_custom_type_script = "uid://bbpyym0kgujev"
|
||||
|
||||
[connection signal="ticked" from="Conductor" to="Metronome" method="on_conductor_ticked"]
|
||||
BIN
sfx/sfx_cowbell.ogg
Normal file
BIN
sfx/sfx_cowbell.ogg
Normal file
Binary file not shown.
19
sfx/sfx_cowbell.ogg.import
Normal file
19
sfx/sfx_cowbell.ogg.import
Normal file
@@ -0,0 +1,19 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://be8dyt7nfpffw"
|
||||
path="res://.godot/imported/sfx_cowbell.ogg-db8c1909cb010205f13e34959d743eb1.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://sfx/sfx_cowbell.ogg"
|
||||
dest_files=["res://.godot/imported/sfx_cowbell.ogg-db8c1909cb010205f13e34959d743eb1.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
Reference in New Issue
Block a user