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osu-lazer/osu.Game/Graphics/Containers/BeatSyncedContainer.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
using osu.Framework.Configuration;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
namespace osu.Game.Graphics.Containers
{
public class BeatSyncedContainer : Container
{
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protected readonly Bindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
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private int lastBeat;
private TimingControlPoint lastTimingPoint;
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/// <summary>
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/// The amount of time before a beat we should fire <see cref="OnNewBeat(int, TimingControlPoint, EffectControlPoint, TrackAmplitudes)"/>.
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/// This allows for adding easing to animations that may be synchronised to the beat.
/// </summary>
protected double EarlyActivationMilliseconds;
/// <summary>
/// The time in milliseconds until the next beat.
/// </summary>
public double TimeUntilNextBeat { get; private set; }
/// <summary>
/// The time in milliseconds since the last beat
/// </summary>
public double TimeSinceLastBeat { get; private set; }
protected override void Update()
{
if (!Beatmap.Value.TrackLoaded || !Beatmap.Value.BeatmapLoaded) return;
var track = Beatmap.Value.Track;
var beatmap = Beatmap.Value.Beatmap;
if (track == null || beatmap == null)
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return;
double currentTrackTime = track.Length > 0 ? track.CurrentTime + EarlyActivationMilliseconds : Clock.CurrentTime;
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TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(currentTrackTime);
EffectControlPoint effectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTrackTime);
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if (timingPoint.BeatLength == 0)
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return;
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int beatIndex = (int)((currentTrackTime - timingPoint.Time) / timingPoint.BeatLength);
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// The beats before the start of the first control point are off by 1, this should do the trick
if (currentTrackTime < timingPoint.Time)
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beatIndex--;
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TimeUntilNextBeat = (timingPoint.Time - currentTrackTime) % timingPoint.BeatLength;
if (TimeUntilNextBeat < 0)
TimeUntilNextBeat += timingPoint.BeatLength;
TimeSinceLastBeat = timingPoint.BeatLength - TimeUntilNextBeat;
if (timingPoint.Equals(lastTimingPoint) && beatIndex == lastBeat)
return;
using (BeginDelayedSequence(-TimeSinceLastBeat, true))
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OnNewBeat(beatIndex, timingPoint, effectPoint, track.CurrentAmplitudes);
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lastBeat = beatIndex;
lastTimingPoint = timingPoint;
}
[BackgroundDependencyLoader]
private void load(OsuGameBase game)
{
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Beatmap.BindTo(game.Beatmap);
}
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protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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{
}
}
}