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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-03-05 11:13:43 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-03-05 11:13:43 +0000
commit80c3bf3f4b428d03c0f237ebb001e002abe5f9e4 (patch)
treec79204d1170b36a4e5b88dc2f60100222cd349ac /Game/Code
parent5d167eca50e5d63b88c21f09651b17088841095a (diff)
downloadusdx-80c3bf3f4b428d03c0f237ebb001e002abe5f9e4.tar.gz
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Some cleanup
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@908 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Screens/UScreenSong.pas118
1 files changed, 59 insertions, 59 deletions
diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas
index a1dc0680..a07ffe57 100644
--- a/Game/Code/Screens/UScreenSong.pas
+++ b/Game/Code/Screens/UScreenSong.pas
@@ -33,7 +33,6 @@ type
EqualizerData: TFFTData; // moved here to avoid stack overflows
EqualizerBands: array of Byte;
EqualizerTime: Cardinal;
- EqualizerTime2: Byte;
public
TextArtist: integer;
TextTitle: integer;
@@ -1808,93 +1807,92 @@ end;
procedure TScreenSong.DrawEqualizer;
var
I, J: Integer;
- Res: byte;
- A, B: Integer;
+ ChansPerBand: byte; // channels per band
+ MaxChannel: Integer;
+ CurBand: Integer; // current band
+ CurTime: Cardinal;
PosX, PosY: Integer;
Pos: Real;
lTmp : double;
begin
+ // Nothing to do if no music is played or an equalizer bar consists of no block
+ if (AudioPlayback.Finished or (Theme.Song.Equalizer.Length <= 0)) then
+ Exit;
-if (not AudioPlayback.Finished) AND (Theme.Song.Equalizer.Length > 0) then
-begin
-
- {$ifdef win32}
- A := GetTickCount div 44;
+ CurTime := SDL_GetTicks();
- if (A <> EqualizerTime) then
+ // Evaluate FFT-data every 44 ms
+ if (CurTime >= EqualizerTime) then
begin
- EqualizerTime := A;
+ EqualizerTime := CurTime + 44;
AudioPlayback.GetFFTData(EqualizerData);
- B := 0;
Pos := 0;
- Res := ceil(92/Theme.Song.Equalizer.Bands);//How much channels are used for one Band
+ // use only the first approx. 92 of 256 FFT-channels (approx. up to 8kHz
+ ChansPerBand := ceil(92 / Theme.Song.Equalizer.Bands); // How much channels are used for one Band
+ MaxChannel := ChansPerBand * Theme.Song.Equalizer.Bands - 1;
- //Change Lengths
- for I := 0 to (Res * Theme.Song.Equalizer.Bands - 1) do
+ // Change Lengths
+ for i := 0 to MaxChannel do
begin
- A := floor(I/Res);
-
- if (A<>B) then //Band changed
- begin
- if (Pos <= Theme.Song.Equalizer.Length) then
- begin
- if ((Pos < EqualizerBands[B]) AND (EqualizerBands[B]>1)) then
- EqualizerBands[B] := EqualizerBands[B] - 1
- else
- EqualizerBands[B] := floor(Pos);
- end
- else
- EqualizerBands[B] := 1;
-
- B := A;
- Pos := 0;
- end;
-
- if I > 35 then
+ // Gain higher freq. data so that the bars are visible
+ if i > 35 then
EqualizerData[i] := EqualizerData[i] * 8
- else if I > 11 then
+ else if i > 11 then
EqualizerData[i] := EqualizerData[i] * 4.5
else
EqualizerData[i] := EqualizerData[i] * 1.1;
- if (EqualizerData[i] >= 1) then
- EqualizerData[i] := 0.9999999999999;
+ // clamp data
+ if (EqualizerData[i] > 1) then
+ EqualizerData[i] := 1;
+ // Get max. pos
if (EqualizerData[i] * Theme.Song.Equalizer.Length > Pos) then
Pos := EqualizerData[i] * Theme.Song.Equalizer.Length;
+
+ // Check if this is the last channel in the band
+ if ((i+1) mod ChansPerBand = 0) then
+ begin
+ CurBand := i div ChansPerBand;
+
+ // Smooth delay if new equalizer is lower than the old one
+ if ((EqualizerBands[CurBand] > Pos) and (EqualizerBands[CurBand] > 1)) then
+ EqualizerBands[CurBand] := EqualizerBands[CurBand] - 1
+ else
+ EqualizerBands[CurBand] := Round(Pos);
+
+ Pos := 0;
+ end;
end;
-
- //Change Last Band
- if (EqualizerBands[B] <= Theme.Song.Equalizer.Length) then
- begin
- if ((Pos < EqualizerBands[B]) AND (EqualizerBands[B]>1)) then
- EqualizerBands[B] := EqualizerBands[B] - 1
- else
- EqualizerBands[B] := floor(Pos)
- end
- else
- EqualizerBands[B] := 1;
+
end;
- {$endif}
- //Draw every Channel
- glColor4f(Theme.Song.Equalizer.ColR, Theme.Song.Equalizer.ColG, Theme.Song.Equalizer.ColB, Theme.Song.Equalizer.Alpha); //Set Color
+ // Draw equalizer bands
+
+ // Setup OpenGL
+ glColor4f(Theme.Song.Equalizer.ColR, Theme.Song.Equalizer.ColG, Theme.Song.Equalizer.ColB, Theme.Song.Equalizer.Alpha);
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
+ // Set position of the first equalizer bar
PosY := Theme.Song.Equalizer.Y;
PosX := Theme.Song.Equalizer.X;
- For I := 0 to Theme.Song.Equalizer.Bands-1 do
+ // Draw bars for each band
+ for I := 0 to High(EqualizerBands) do
begin
- if Theme.Song.Equalizer.Direction then
+ // Reset to lower or left position depending on the drawing-direction
+ if Theme.Song.Equalizer.Direction then // Vertical bars
+ // FIXME: Is Theme.Song.Equalizer.Y the upper or lower coordinate?
PosY := Theme.Song.Equalizer.Y //+ (Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space) * Theme.Song.Equalizer.Length
- else
+ else // Horizontal bars
PosX := Theme.Song.Equalizer.X;
- //Draw for every visible quad
+
+ // Draw the bar as a stack of blocks
for J := 1 to EqualizerBands[I] do
begin
+ // Draw block
glBegin(GL_QUADS);
glVertex3f(PosX, PosY, Theme.Song.Equalizer.Z);
glVertex3f(PosX, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z);
@@ -1902,18 +1900,20 @@ begin
glVertex3f(PosX+Theme.Song.Equalizer.W, PosY, Theme.Song.Equalizer.Z);
glEnd;
- if Theme.Song.Equalizer.Direction then //Vertically
+ // Calc position of the bar's next block
+ if Theme.Song.Equalizer.Direction then // Vertical bars
PosY := PosY - Theme.Song.Equalizer.H - Theme.Song.Equalizer.Space
- else //Horizontally
+ else // Horizontal bars
PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space;
end;
- if Theme.Song.Equalizer.Direction then //Horizontally
+
+ // Calc position of the next bar
+ if Theme.Song.Equalizer.Direction then // Vertical bars
PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space
- else //Vertically
+ else // Horizontal bars
PosY := PosY + Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space;
end;
end;
-end;
Procedure TScreenSong.SelectRandomSong;
var