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mirror of https://github.com/ppy/osu.git synced 2024-12-13 05:22:54 +08:00

Improve IBeatSyncProvider interface and reduce beatmap track dependence

This commit is contained in:
Dean Herbert 2022-08-02 17:54:42 +09:00
parent 227906e30e
commit cc4cde2c79
6 changed files with 88 additions and 88 deletions

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@ -2,7 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Audio;
using osu.Framework.Timing;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics.Containers;
@ -14,12 +14,21 @@ namespace osu.Game.Beatmaps
/// Primarily intended for use with <see cref="BeatSyncedContainer"/>.
/// </summary>
[Cached]
public interface IBeatSyncProvider
public interface IBeatSyncProvider : IHasAmplitudes
{
/// <summary>
/// Check whether beat sync is currently available.
/// </summary>
public bool BeatSyncAvailable => Clock != null;
/// <summary>
/// Access any available control points from a beatmap providing beat sync. If <c>null</c>, no current provider is available.
/// </summary>
ControlPointInfo? ControlPoints { get; }
/// <summary>
/// Access a clock currently responsible for providing beat sync. If <c>null</c>, no current provider is available.
/// </summary>
IClock? Clock { get; }
ChannelAmplitudes? Amplitudes { get; }
}
}

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@ -1,8 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Diagnostics;
using osu.Framework.Allocation;
@ -10,13 +8,12 @@ using osu.Framework.Audio.Track;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Screens.Play;
namespace osu.Game.Graphics.Containers
{
/// <summary>
/// A container which fires a callback when a new beat is reached.
/// Consumes a parent <see cref="GameplayClock"/> or <see cref="Beatmap"/> (whichever is first available).
/// Consumes a parent <see cref="IBeatSyncProvider"/>.
/// </summary>
/// <remarks>
/// This container does not set its own clock to the source used for beat matching.
@ -28,8 +25,9 @@ namespace osu.Game.Graphics.Containers
public class BeatSyncedContainer : Container
{
private int lastBeat;
protected TimingControlPoint LastTimingPoint { get; private set; }
protected EffectControlPoint LastEffectPoint { get; private set; }
protected TimingControlPoint? LastTimingPoint { get; private set; }
protected EffectControlPoint? LastEffectPoint { get; private set; }
/// <summary>
/// The amount of time before a beat we should fire <see cref="OnNewBeat(int, TimingControlPoint, EffectControlPoint, ChannelAmplitudes)"/>.
@ -71,12 +69,12 @@ namespace osu.Game.Graphics.Containers
public double MinimumBeatLength { get; set; }
/// <summary>
/// Whether this container is currently tracking a beatmap's timing data.
/// Whether this container is currently tracking a beat sync provider.
/// </summary>
protected bool IsBeatSyncedWithTrack { get; private set; }
[Resolved]
protected IBeatSyncProvider BeatSyncSource { get; private set; }
protected IBeatSyncProvider BeatSyncSource { get; private set; } = null!;
protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
@ -87,19 +85,18 @@ namespace osu.Game.Graphics.Containers
TimingControlPoint timingPoint;
EffectControlPoint effectPoint;
IsBeatSyncedWithTrack = BeatSyncSource.Clock?.IsRunning == true && BeatSyncSource.ControlPoints != null;
IsBeatSyncedWithTrack = BeatSyncSource.BeatSyncAvailable && BeatSyncSource.Clock?.IsRunning == true;
double currentTrackTime;
if (IsBeatSyncedWithTrack)
{
Debug.Assert(BeatSyncSource.ControlPoints != null);
Debug.Assert(BeatSyncSource.Clock != null);
currentTrackTime = BeatSyncSource.Clock.CurrentTime + EarlyActivationMilliseconds;
timingPoint = BeatSyncSource.ControlPoints.TimingPointAt(currentTrackTime);
effectPoint = BeatSyncSource.ControlPoints.EffectPointAt(currentTrackTime);
timingPoint = BeatSyncSource.ControlPoints?.TimingPointAt(currentTrackTime) ?? TimingControlPoint.DEFAULT;
effectPoint = BeatSyncSource.ControlPoints?.EffectPointAt(currentTrackTime) ?? EffectControlPoint.DEFAULT;
}
else
{
@ -136,7 +133,7 @@ namespace osu.Game.Graphics.Containers
if (AllowMistimedEventFiring || Math.Abs(TimeSinceLastBeat) < MISTIMED_ALLOWANCE)
{
using (BeginDelayedSequence(-TimeSinceLastBeat))
OnNewBeat(beatIndex, timingPoint, effectPoint, BeatSyncSource.Amplitudes ?? ChannelAmplitudes.Empty);
OnNewBeat(beatIndex, timingPoint, effectPoint, BeatSyncSource.CurrentAmplitudes);
}
lastBeat = beatIndex;

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@ -588,6 +588,6 @@ namespace osu.Game
ControlPointInfo IBeatSyncProvider.ControlPoints => Beatmap.Value.BeatmapLoaded ? Beatmap.Value.Beatmap.ControlPointInfo : null;
IClock IBeatSyncProvider.Clock => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track : (IClock)null;
ChannelAmplitudes? IBeatSyncProvider.Amplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : null;
ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
}
}

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@ -10,6 +10,7 @@ using System.Linq;
using JetBrains.Annotations;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
@ -949,7 +950,7 @@ namespace osu.Game.Screens.Edit
ControlPointInfo IBeatSyncProvider.ControlPoints => editorBeatmap.ControlPointInfo;
IClock IBeatSyncProvider.Clock => clock;
ChannelAmplitudes? IBeatSyncProvider.Amplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : null;
ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
private class BeatmapEditorToast : Toast
{

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@ -1,10 +1,12 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using osuTK;
using osuTK.Graphics;
using System;
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Batches;
using osu.Framework.Graphics.Colour;
@ -12,16 +14,10 @@ using osu.Framework.Graphics.OpenGL.Vertices;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Utils;
using osu.Framework.Extensions.Color4Extensions;
using osu.Game.Beatmaps;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Menu
{
@ -30,8 +26,6 @@ namespace osu.Game.Screens.Menu
/// </summary>
public class LogoVisualisation : Drawable
{
private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
/// <summary>
/// The number of bars to jump each update iteration.
/// </summary>
@ -76,7 +70,8 @@ namespace osu.Game.Screens.Menu
private readonly float[] frequencyAmplitudes = new float[256];
private IShader shader;
private IShader shader = null!;
private readonly Texture texture;
public LogoVisualisation()
@ -93,32 +88,35 @@ namespace osu.Game.Screens.Menu
}
[BackgroundDependencyLoader]
private void load(ShaderManager shaders, IBindable<WorkingBeatmap> beatmap)
private void load(ShaderManager shaders)
{
this.beatmap.BindTo(beatmap);
shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
}
private readonly float[] temporalAmplitudes = new float[ChannelAmplitudes.AMPLITUDES_SIZE];
[Resolved]
private IBeatSyncProvider beatSyncProvider { get; set; } = null!;
private void updateAmplitudes()
{
var effect = beatmap.Value.BeatmapLoaded && beatmap.Value.TrackLoaded
? beatmap.Value.Beatmap?.ControlPointInfo.EffectPointAt(beatmap.Value.Track.CurrentTime)
: null;
bool isKiaiTime = false;
for (int i = 0; i < temporalAmplitudes.Length; i++)
temporalAmplitudes[i] = 0;
if (beatmap.Value.TrackLoaded)
addAmplitudesFromSource(beatmap.Value.Track);
if (beatSyncProvider.Clock != null)
{
isKiaiTime = beatSyncProvider.ControlPoints?.EffectPointAt(beatSyncProvider.Clock.CurrentTime).KiaiMode ?? false;
addAmplitudesFromSource(beatSyncProvider);
}
foreach (var source in amplitudeSources)
addAmplitudesFromSource(source);
for (int i = 0; i < bars_per_visualiser; i++)
{
float targetAmplitude = (temporalAmplitudes[(i + indexOffset) % bars_per_visualiser]) * (effect?.KiaiMode == true ? 1 : 0.5f);
float targetAmplitude = (temporalAmplitudes[(i + indexOffset) % bars_per_visualiser]) * (isKiaiTime ? 1 : 0.5f);
if (targetAmplitude > frequencyAmplitudes[i])
frequencyAmplitudes[i] = targetAmplitude;
}
@ -153,7 +151,7 @@ namespace osu.Game.Screens.Menu
protected override DrawNode CreateDrawNode() => new VisualisationDrawNode(this);
private void addAmplitudesFromSource([NotNull] IHasAmplitudes source)
private void addAmplitudesFromSource(IHasAmplitudes source)
{
if (source == null) throw new ArgumentNullException(nameof(source));
@ -170,8 +168,8 @@ namespace osu.Game.Screens.Menu
{
protected new LogoVisualisation Source => (LogoVisualisation)base.Source;
private IShader shader;
private Texture texture;
private IShader shader = null!;
private Texture texture = null!;
// Assuming the logo is a circle, we don't need a second dimension.
private float size;
@ -209,43 +207,40 @@ namespace osu.Game.Screens.Menu
ColourInfo colourInfo = DrawColourInfo.Colour;
colourInfo.ApplyChild(transparent_white);
if (audioData != null)
for (int j = 0; j < visualiser_rounds; j++)
{
for (int j = 0; j < visualiser_rounds; j++)
for (int i = 0; i < bars_per_visualiser; i++)
{
for (int i = 0; i < bars_per_visualiser; i++)
{
if (audioData[i] < amplitude_dead_zone)
continue;
if (audioData[i] < amplitude_dead_zone)
continue;
float rotation = MathUtils.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
float rotationCos = MathF.Cos(rotation);
float rotationSin = MathF.Sin(rotation);
// taking the cos and sin to the 0..1 range
var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * size;
float rotation = MathUtils.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
float rotationCos = MathF.Cos(rotation);
float rotationSin = MathF.Sin(rotation);
// taking the cos and sin to the 0..1 range
var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * size;
var barSize = new Vector2(size * MathF.Sqrt(2 * (1 - MathF.Cos(MathUtils.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * audioData[i]);
// The distance between the position and the sides of the bar.
var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2);
// The distance between the bottom side of the bar and the top side.
var amplitudeOffset = new Vector2(rotationCos * barSize.Y, rotationSin * barSize.Y);
var barSize = new Vector2(size * MathF.Sqrt(2 * (1 - MathF.Cos(MathUtils.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * audioData[i]);
// The distance between the position and the sides of the bar.
var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2);
// The distance between the bottom side of the bar and the top side.
var amplitudeOffset = new Vector2(rotationCos * barSize.Y, rotationSin * barSize.Y);
var rectangle = new Quad(
Vector2Extensions.Transform(barPosition - bottomOffset, DrawInfo.Matrix),
Vector2Extensions.Transform(barPosition - bottomOffset + amplitudeOffset, DrawInfo.Matrix),
Vector2Extensions.Transform(barPosition + bottomOffset, DrawInfo.Matrix),
Vector2Extensions.Transform(barPosition + bottomOffset + amplitudeOffset, DrawInfo.Matrix)
);
var rectangle = new Quad(
Vector2Extensions.Transform(barPosition - bottomOffset, DrawInfo.Matrix),
Vector2Extensions.Transform(barPosition - bottomOffset + amplitudeOffset, DrawInfo.Matrix),
Vector2Extensions.Transform(barPosition + bottomOffset, DrawInfo.Matrix),
Vector2Extensions.Transform(barPosition + bottomOffset + amplitudeOffset, DrawInfo.Matrix)
);
DrawQuad(
texture,
rectangle,
colourInfo,
null,
vertexBatch.AddAction,
// barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
Vector2.Divide(inflation, barSize.Yx));
}
DrawQuad(
texture,
rectangle,
colourInfo,
null,
vertexBatch.AddAction,
// barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
Vector2.Divide(inflation, barSize.Yx));
}
}

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@ -1,8 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
@ -53,21 +51,21 @@ namespace osu.Game.Screens.Play
private readonly WorkingBeatmap beatmap;
private HardwareCorrectionOffsetClock userGlobalOffsetClock;
private HardwareCorrectionOffsetClock userBeatmapOffsetClock;
private HardwareCorrectionOffsetClock platformOffsetClock;
private MasterGameplayClock masterGameplayClock;
private Bindable<double> userAudioOffset;
private HardwareCorrectionOffsetClock userGlobalOffsetClock = null!;
private HardwareCorrectionOffsetClock userBeatmapOffsetClock = null!;
private HardwareCorrectionOffsetClock platformOffsetClock = null!;
private MasterGameplayClock masterGameplayClock = null!;
private Bindable<double> userAudioOffset = null!;
private IDisposable beatmapOffsetSubscription;
private IDisposable? beatmapOffsetSubscription;
private readonly double skipTargetTime;
[Resolved]
private RealmAccess realm { get; set; }
private RealmAccess realm { get; set; } = null!;
[Resolved]
private OsuConfigManager config { get; set; }
private OsuConfigManager config { get; set; } = null!;
/// <summary>
/// Create a new master gameplay clock container.
@ -255,7 +253,7 @@ namespace osu.Game.Screens.Play
ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.Beatmap.ControlPointInfo;
IClock IBeatSyncProvider.Clock => GameplayClock;
ChannelAmplitudes? IBeatSyncProvider.Amplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : null;
ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
private class HardwareCorrectionOffsetClock : FramedOffsetClock
{