blob: 2983fdee2a26a06517850c85c3d700c311797938 (
plain) (
tree)
|
|
{* UltraStar Deluxe - Karaoke Game
*
* UltraStar Deluxe is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
* $URL: https://ultrastardx.svn.sourceforge.net/svnroot/ultrastardx/trunk/src/base/USingNotes.pas $
* $Id: USingNotes.pas 1406 2008-09-23 21:43:52Z k-m_schindler $
*}
unit UBeatTimer;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
UTime;
type
(**
* TLyricsState contains all information concerning the
* state of the lyrics, e.g. the current beat or duration of the lyrics.
*)
TLyricsState = class
private
Timer: TRelativeTimer; // keeps track of the current time
public
OldBeat: integer; // previous discovered beat
CurrentBeat: integer; // current beat (rounded)
MidBeat: real; // current beat (float)
// now we use this for super synchronization!
// only used when analyzing voice
// TODO: change ...D to ...Detect(ed)
OldBeatD: integer; // previous discovered beat
CurrentBeatD: integer; // current discovered beat (rounded)
MidBeatD: real; // current discovered beat (float)
// we use this for audible clicks
// TODO: Change ...C to ...Click
OldBeatC: integer; // previous discovered beat
CurrentBeatC: integer;
MidBeatC: real; // like CurrentBeatC
OldLine: integer; // previous displayed sentence
StartTime: real; // time till start of lyrics (= Gap)
TotalTime: real; // total song time
constructor Create();
procedure Pause();
procedure Resume();
procedure Reset();
procedure UpdateBeats();
(**
* current song time (in seconds) used as base-timer for lyrics etc.
*)
function GetCurrentTime(): real;
procedure SetCurrentTime(Time: real);
end;
implementation
uses UNote, Math;
constructor TLyricsState.Create();
begin
// create a triggered timer, so we can Pause() it, set the time
// and Resume() it afterwards for better synching.
Timer := TRelativeTimer.Create(true);
// reset state
Reset();
end;
procedure TLyricsState.Pause();
begin
Timer.Pause();
end;
procedure TLyricsState.Resume();
begin
Timer.Resume();
end;
procedure TLyricsState.SetCurrentTime(Time: real);
begin
// do not start the timer (if not started already),
// after setting the current time
Timer.SetTime(Time, false);
end;
function TLyricsState.GetCurrentTime(): real;
begin
Result := Timer.GetTime();
end;
(**
* Resets the timer and state of the lyrics.
* The timer will be stopped afterwards so you have to call Resume()
* to start the lyrics timer.
*)
procedure TLyricsState.Reset();
begin
Pause();
SetCurrentTime(0);
StartTime := 0;
TotalTime := 0;
OldBeat := -1;
MidBeat := -1;
CurrentBeat := -1;
OldBeatC := -1;
MidBeatC := -1;
CurrentBeatC := -1;
OldBeatD := -1;
MidBeatD := -1;
CurrentBeatD := -1;
end;
(**
* Updates the beat information (CurrentBeat/MidBeat/...) according to the
* current lyric time.
*)
procedure TLyricsState.UpdateBeats();
var
CurLyricsTime: real;
begin
CurLyricsTime := GetCurrentTime();
OldBeat := CurrentBeat;
MidBeat := GetMidBeat(CurLyricsTime - StartTime / 1000);
CurrentBeat := Floor(MidBeat);
OldBeatC := CurrentBeatC;
MidBeatC := GetMidBeat(CurLyricsTime - StartTime / 1000);
CurrentBeatC := Floor(MidBeatC);
OldBeatD := CurrentBeatD;
// MidBeatD = MidBeat with additional GAP
MidBeatD := -0.5 + GetMidBeat(CurLyricsTime - (StartTime + 120 + 20) / 1000);
CurrentBeatD := Floor(MidBeatD);
end;
end.
|