// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Allocation; using osu.Framework.Audio.Track; using osu.Framework.Bindables; using osu.Framework.Graphics.Containers; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Overlays; namespace osu.Game.Graphics.Containers { public class BeatSyncedContainer : Container { protected readonly IBindable Beatmap = new Bindable(); [Resolved] private MusicController musicController { get; set; } private int lastBeat; private TimingControlPoint lastTimingPoint; /// /// The amount of time before a beat we should fire . /// This allows for adding easing to animations that may be synchronised to the beat. /// protected double EarlyActivationMilliseconds; /// /// The time in milliseconds until the next beat. /// public double TimeUntilNextBeat { get; private set; } /// /// The time in milliseconds since the last beat /// public double TimeSinceLastBeat { get; private set; } /// /// How many beats per beatlength to trigger. Defaults to 1. /// public int Divisor { get; set; } = 1; /// /// An optional minimum beat length. Any beat length below this will be multiplied by two until valid. /// public double MinimumBeatLength { get; set; } protected bool IsBeatSyncedWithTrack { get; private set; } protected override void Update() { ITrack track = null; IBeatmap beatmap = null; double currentTrackTime = 0; TimingControlPoint timingPoint = null; EffectControlPoint effectPoint = null; if (musicController.TrackLoaded && Beatmap.Value.BeatmapLoaded) { track = musicController.CurrentTrack; beatmap = Beatmap.Value.Beatmap; } if (track != null && beatmap != null && musicController.IsPlaying && track.Length > 0) { currentTrackTime = track.CurrentTime + EarlyActivationMilliseconds; timingPoint = beatmap.ControlPointInfo.TimingPointAt(currentTrackTime); effectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTrackTime); } IsBeatSyncedWithTrack = timingPoint?.BeatLength > 0; if (timingPoint == null || !IsBeatSyncedWithTrack) { currentTrackTime = Clock.CurrentTime; timingPoint = TimingControlPoint.DEFAULT; effectPoint = EffectControlPoint.DEFAULT; } double beatLength = timingPoint.BeatLength / Divisor; while (beatLength < MinimumBeatLength) beatLength *= 2; int beatIndex = (int)((currentTrackTime - timingPoint.Time) / beatLength) - (effectPoint.OmitFirstBarLine ? 1 : 0); // The beats before the start of the first control point are off by 1, this should do the trick if (currentTrackTime < timingPoint.Time) beatIndex--; TimeUntilNextBeat = (timingPoint.Time - currentTrackTime) % beatLength; if (TimeUntilNextBeat < 0) TimeUntilNextBeat += beatLength; TimeSinceLastBeat = beatLength - TimeUntilNextBeat; if (timingPoint == lastTimingPoint && beatIndex == lastBeat) return; using (BeginDelayedSequence(-TimeSinceLastBeat, true)) OnNewBeat(beatIndex, timingPoint, effectPoint, track?.CurrentAmplitudes ?? ChannelAmplitudes.Empty); lastBeat = beatIndex; lastTimingPoint = timingPoint; } [BackgroundDependencyLoader] private void load(IBindable beatmap) { Beatmap.BindTo(beatmap); } protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes) { } } }