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Diffstat (limited to '')
-rw-r--r-- | src/base/UNote.pas | 1286 |
1 files changed, 643 insertions, 643 deletions
diff --git a/src/base/UNote.pas b/src/base/UNote.pas index 57534030..c82cc2e3 100644 --- a/src/base/UNote.pas +++ b/src/base/UNote.pas @@ -1,643 +1,643 @@ -{* 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.
- *
- * $URL$
- * $Id$
- *}
-
-unit UNote;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses
- SysUtils,
- Classes,
- SDL,
- gl,
- UDisplay,
- UIni,
- ULog,
- ULyrics,
- URecord,
- UScreenSing,
- USong,
- UTime;
-
-type
- PPLayerNote = ^TPlayerNote;
- TPlayerNote = record
- Start: integer;
- Length: integer;
- Detect: real; // accurate place, detected in the note
- Tone: real;
- Perfect: boolean; // true if the note matches the original one, light the star
- Hit: boolean; // true if the note hits the line
- end;
-
- PPLayer = ^TPlayer;
- TPlayer = record
- Name: UTF8String;
-
- // Index in Teaminfo record
- TeamID: byte;
- PlayerID: byte;
-
- // Scores
- Score: real;
- ScoreLine: real;
- ScoreGolden: real;
-
- ScoreInt: integer;
- ScoreLineInt: integer;
- ScoreGoldenInt: integer;
- ScoreTotalInt: integer;
-
- // LineBonus
- ScoreLast: real; // Last Line Score
-
- // PerfectLineTwinkle (effect)
- LastSentencePerfect: boolean;
-
- HighNote: integer; // index of last note (= High(Note)?)
- LengthNote: integer; // number of notes (= Length(Note)?).
- Note: array of TPlayerNote;
- end;
-
- TStats = record
- Player: array of TPlayer;
- SongArtist: string;
- SongTitle: string;
- end;
-
- TMedleyPlaylist = record
- Song: array of integer;
- NumMedleySongs: integer;
- CurrentMedleySong: integer;
- ApplausePlayed: boolean;
- Stats: array of TStats;
- NumPlayer: integer;
- end;
-
-{* Player and music info *}
-var
- {**
- * Player info and state for each player.
- * The amount of players is given by PlayersPlay.
- *}
- Player: array of TPlayer;
-
- {**
- * Number of players or teams playing.
- * Possible values: 1 - 6
- *}
- PlayersPlay: integer;
-
- {**
- * Selected song for singing.
- *}
- CurrentSong: TSong;
-
- PlaylistMedley: TMedleyPlaylist; // playlist medley
-
-const
- MAX_SONG_SCORE = 10000; // max. achievable points per song
- MAX_SONG_LINE_BONUS = 1000; // max. achievable line bonus per song
-
-procedure Sing(Screen: TScreenSing);
-procedure NewSentence(Screen: TScreenSing);
-procedure NewBeatClick(Screen: TScreenSing); // executed when on then new beat for click
-procedure NewBeatDetect(Screen: TScreenSing); // executed when on then new beat for detection
-procedure NewNote(Screen: TScreenSing); // detect note
-function GetMidBeat(Time: real): real;
-function GetTimeFromBeat(Beat: integer; SelfSong: TSong = nil): real;
-
-implementation
-
-uses
- Math,
- StrUtils,
- UCatCovers,
- UCommandLine,
- UCommon,
- UConfig,
- UCovers,
- UDataBase,
- UGraphic,
- UGraphicClasses,
- UJoystick,
- ULanguage,
- UMusic,
- UParty,
- UPathUtils,
- UPlatform,
- UPlaylist,
- USkins,
- USongs,
- UThemes;
-
-function GetTimeForBeats(BPM, Beats: real): real;
-begin
- Result := 60 / BPM * Beats;
-end;
-
-function GetBeats(BPM, msTime: real): real;
-begin
- Result := BPM * msTime / 60;
-end;
-
-procedure GetMidBeatSub(BPMNum: integer; var Time: real; var CurBeat: real);
-var
- NewTime: real;
-begin
- if High(CurrentSong.BPM) = BPMNum then
- begin
- // last BPM
- CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time);
- Time := 0;
- end
- else
- begin
- // not last BPM
- // count how much time is it for start of the new BPM and store it in NewTime
- NewTime := GetTimeForBeats(CurrentSong.BPM[BPMNum].BPM, CurrentSong.BPM[BPMNum+1].StartBeat - CurrentSong.BPM[BPMNum].StartBeat);
-
- // compare it to remaining time
- if (Time - NewTime) > 0 then
- begin
- // there is still remaining time
- CurBeat := CurrentSong.BPM[BPMNum].StartBeat;
- Time := Time - NewTime;
- end
- else
- begin
- // there is no remaining time
- CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time);
- Time := 0;
- end; // if
- end; // if
-end;
-
-function GetMidBeat(Time: real): real;
-var
- CurBeat: real;
- CurBPM: integer;
-begin
- // static BPM
- if Length(CurrentSong.BPM) = 1 then
- begin
- Result := Time * CurrentSong.BPM[0].BPM / 60;
- end
- // variable BPM
- else if Length(CurrentSong.BPM) > 1 then
- begin
- CurBeat := 0;
- CurBPM := 0;
- while (Time > 0) do
- begin
- GetMidBeatSub(CurBPM, Time, CurBeat);
- Inc(CurBPM);
- end;
-
- Result := CurBeat;
- end
- // invalid BPM
- else
- begin
- Result := 0;
- end;
-end;
-
-function GetTimeFromBeat(Beat: integer; SelfSong: TSong = nil): real;
-var
- CurBPM: integer;
- Song: TSong;
-begin
- if (SelfSong <> nil) then
- Song := SelfSong
- else
- Song := CurrentSong;
-
- // static BPM
- if Length(Song.BPM) = 1 then
- begin
- Result := Song.GAP / 1000 + Beat * 60 / Song.BPM[0].BPM;
- end
- // variable BPM
- else if Length(Song.BPM) > 1 then
- begin
- Result := Song.GAP / 1000;
- CurBPM := 0;
- while (CurBPM <= High(Song.BPM)) and
- (Beat > Song.BPM[CurBPM].StartBeat) do
- begin
- if (CurBPM < High(Song.BPM)) and
- (Beat >= Song.BPM[CurBPM+1].StartBeat) then
- begin
- // full range
- Result := Result + (60 / Song.BPM[CurBPM].BPM) *
- (Song.BPM[CurBPM+1].StartBeat - Song.BPM[CurBPM].StartBeat);
- end;
-
- if (CurBPM = High(Song.BPM)) or
- (Beat < Song.BPM[CurBPM+1].StartBeat) then
- begin
- // in the middle
- Result := Result + (60 / Song.BPM[CurBPM].BPM) *
- (Beat - Song.BPM[CurBPM].StartBeat);
- end;
- Inc(CurBPM);
- end;
-
- {
- while (Time > 0) do
- begin
- GetMidBeatSub(CurBPM, Time, CurBeat);
- Inc(CurBPM);
- end;
- }
- end
- // invalid BPM
- else
- begin
- Result := 0;
- end;
-end;
-
-procedure Sing(Screen: TScreenSing);
-var
- Count: integer;
- CountGr: integer;
- CP: integer;
-begin
- LyricsState.UpdateBeats();
-
- // sentences routines
- for CountGr := 0 to 0 do //High(Lines)
- begin;
- CP := CountGr;
- // old parts
- LyricsState.OldLine := Lines[CP].Current;
-
- // choose current parts
- for Count := 0 to Lines[CP].High do
- begin
- if LyricsState.CurrentBeat >= Lines[CP].Line[Count].Start then
- Lines[CP].Current := Count;
- end;
-
- // clean player note if there is a new line
- // (optimization on halfbeat time)
- if Lines[CP].Current <> LyricsState.OldLine then
- NewSentence(Screen);
-
- end; // for CountGr
-
- // make some operations on clicks
- if {(LyricsState.CurrentBeatC >= 0) and }(LyricsState.OldBeatC <> LyricsState.CurrentBeatC) then
- NewBeatClick(Screen);
-
- // make some operations when detecting new voice pitch
- if (LyricsState.CurrentBeatD >= 0) and (LyricsState.OldBeatD <> LyricsState.CurrentBeatD) then
- NewBeatDetect(Screen);
-end;
-
-procedure NewSentence(Screen: TScreenSing);
-var
- i: integer;
-begin
- // clean note of player
- for i := 0 to High(Player) do
- begin
- Player[i].LengthNote := 0;
- Player[i].HighNote := -1;
- SetLength(Player[i].Note, 0);
- end;
-
- // on sentence change...
- Screen.onSentenceChange(Lines[0].Current);
-end;
-
-procedure NewBeatClick;
-var
- Count: integer;
-begin
- // beat click
- if ((Ini.BeatClick = 1) and
- ((LyricsState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0)) then
- begin
- AudioPlayback.PlaySound(SoundLib.Click);
- end;
-
- for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do
- begin
- if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LyricsState.CurrentBeatC) then
- begin
- // click assist
- if Ini.ClickAssist = 1 then
- AudioPlayback.PlaySound(SoundLib.Click);
-
- // drum machine
- (*
- TempBeat := LyricsState.CurrentBeat; // + 2;
- if (TempBeat mod 8 = 0) then Music.PlayDrum;
- if (TempBeat mod 8 = 4) then Music.PlayClap;
- //if (TempBeat mod 4 = 2) then Music.PlayHihat;
- if (TempBeat mod 4 <> 0) then Music.PlayHihat;
- *)
- end;
- end;
-end;
-
-procedure NewBeatDetect(Screen: TScreenSing);
- var
- SentenceEnd: integer;
- I: cardinal;
-begin
- NewNote(Screen);
-
- // check for sentence end
- // we check all lines here because a new sentence may
- // have been started even before the old one finishes
- // due to corrupt lien breaks
- // checking only current line works to, but may lead to
- // weird ratings for the song files w/ the mentioned
- // errors
- // To-Do Philipp : check current and last line should
- // do it for most corrupt txt and for lines in
- // non-corrupt txts that start immediatly after the prev.
- // line ends
- if (assigned(Screen)) then
- begin
- for I := 0 to Lines[0].High do
- begin
- with Lines[0].Line[I] do
- begin
- if (HighNote >= 0) then
- begin
- SentenceEnd := Note[HighNote].Start + Note[HighNote].Length;
-
- if (LyricsState.OldBeatD < SentenceEnd) and (LyricsState.CurrentBeatD >= SentenceEnd) then
- Screen.OnSentenceEnd(I);
- end;
- end;
- end;
- end;
-end;
-
-procedure NewNote(Screen: TScreenSing);
-var
- LineFragmentIndex: integer;
- CurrentLineFragment: PLineFragment;
- PlayerIndex: integer;
- CurrentSound: TCaptureBuffer;
- CurrentPlayer: PPlayer;
- LastPlayerNote: PPlayerNote;
- Line: PLine;
- SentenceIndex: integer;
- SentenceMin: integer;
- SentenceMax: integer;
- SentenceDetected: integer; // sentence of detected note
- ActualBeat: integer;
- ActualTone: integer;
- NoteAvailable: boolean;
- NewNote: boolean;
- Range: integer;
- NoteHit: boolean;
- MaxSongPoints: integer; // max. points for the song (without line bonus)
- CurNotePoints: real; // Points for the cur. Note (PointsperNote * ScoreFactor[CurNote])
-begin
- ActualTone := 0;
- NoteHit := false;
-
- // TODO: add duet mode support
- // use Lines[LineSetIndex] with LineSetIndex depending on the current player
-
- // count min and max sentence range for checking
- // (detection is delayed to the notes we see on the screen)
- SentenceMin := Lines[0].Current-1;
- if (SentenceMin < 0) then
- SentenceMin := 0;
- SentenceMax := Lines[0].Current;
-
- for ActualBeat := LyricsState.OldBeatD+1 to LyricsState.CurrentBeatD do
- begin
- // analyze player signals
- for PlayerIndex := 0 to PlayersPlay-1 do
- begin
- // check for an active note at the current time defined in the lyrics
- NoteAvailable := false;
- SentenceDetected := SentenceMin;
- for SentenceIndex := SentenceMin to SentenceMax do
- begin
- Line := @Lines[0].Line[SentenceIndex];
- for LineFragmentIndex := 0 to Line.HighNote do
- begin
- CurrentLineFragment := @Line.Note[LineFragmentIndex];
- // check if line is active
- if ((CurrentLineFragment.Start <= ActualBeat) and
- (CurrentLineFragment.Start + CurrentLineFragment.Length-1 >= ActualBeat)) and
- (CurrentLineFragment.NoteType <> ntFreestyle) and // but ignore FreeStyle notes
- (CurrentLineFragment.Length > 0) then // and make sure the note length is at least 1
- begin
- SentenceDetected := SentenceIndex;
- NoteAvailable := true;
- Break;
- end;
- end;
- // TODO: break here, if NoteAvailable is true? We would then use the first instead
- // of the last note matching the current beat if notes overlap. But notes
- // should not overlap at all.
- // if (NoteAvailable) then
- // Break;
- end;
-
- CurrentPlayer := @Player[PlayerIndex];
- CurrentSound := AudioInputProcessor.Sound[PlayerIndex];
-
- // at the beginning of the song there is no previous note
- if (Length(CurrentPlayer.Note) > 0) then
- LastPlayerNote := @CurrentPlayer.Note[CurrentPlayer.HighNote]
- else
- LastPlayerNote := nil;
-
- // analyze buffer
- CurrentSound.AnalyzeBuffer;
-
- // add some noise
- // TODO: do we need this?
- //LyricsState.Tone := LyricsState.Tone + Round(Random(3)) - 1;
-
- // add note if possible
- if (CurrentSound.ToneValid and NoteAvailable) then
- begin
- Line := @Lines[0].Line[SentenceDetected];
- // process until last note
- for LineFragmentIndex := 0 to Line.HighNote do
- begin
- CurrentLineFragment := @Line.Note[LineFragmentIndex];
- if (CurrentLineFragment.Start <= ActualBeat) and
- (CurrentLineFragment.Start + CurrentLineFragment.Length > ActualBeat) then
- begin
- // compare notes (from song-file and from player)
-
- // move players tone to proper octave
- while (CurrentSound.Tone - CurrentLineFragment.Tone > 6) do
- CurrentSound.Tone := CurrentSound.Tone - 12;
-
- while (CurrentSound.Tone - CurrentLineFragment.Tone < -6) do
- CurrentSound.Tone := CurrentSound.Tone + 12;
-
- // half size notes patch
- NoteHit := false;
- ActualTone := CurrentSound.Tone;
- Range := 2 - Ini.Difficulty;
-
- // check if the player hit the correct tone within the tolerated range
- if (Abs(CurrentLineFragment.Tone - CurrentSound.Tone) <= Range) then
- begin
- // adjust the players tone to the correct one
- // TODO: do we need to do this?
- // Philipp: I think we do, at least when we draw the notes.
- // Otherwise the notehit thing would be shifted to the
- // correct unhit note. I think this will look kind of strange.
- ActualTone := CurrentLineFragment.Tone;
-
- // half size notes patch
- NoteHit := true;
-
- if (Ini.LineBonus > 0) then
- MaxSongPoints := MAX_SONG_SCORE - MAX_SONG_LINE_BONUS
- else
- MaxSongPoints := MAX_SONG_SCORE;
-
- // Note: ScoreValue is the sum of all note values of the song
- // (MaxSongPoints / ScoreValue) is the points that a player
- // gets for a hit of one beat of a normal note
- // CurNotePoints is the amount of points that is meassured
- // for a hit of the note per full beat
- CurNotePoints := (MaxSongPoints / Lines[0].ScoreValue) * ScoreFactor[CurrentLineFragment.NoteType];
-
- case CurrentLineFragment.NoteType of
- ntNormal: CurrentPlayer.Score := CurrentPlayer.Score + CurNotePoints;
- ntGolden: CurrentPlayer.ScoreGolden := CurrentPlayer.ScoreGolden + CurNotePoints;
- end;
-
- // a problem if we use floor instead of round is that a score of
- // 10000 points is only possible if the last digit of the total points
- // for golden and normal notes is 0.
- // if we use round, the max score is 10000 for most songs
- // but a score of 10010 is possible if the last digit of the total
- // points for golden and normal notes is 5
- // the best solution is to use round for one of these scores
- // and round the other score in the opposite direction
- // so we assure that the highest possible score is 10000 in every case.
- CurrentPlayer.ScoreInt := round(CurrentPlayer.Score / 10) * 10;
-
- if (CurrentPlayer.ScoreInt < CurrentPlayer.Score) then
- //normal score is floored so we have to ceil golden notes score
- CurrentPlayer.ScoreGoldenInt := ceil(CurrentPlayer.ScoreGolden / 10) * 10
- else
- //normal score is ceiled so we have to floor golden notes score
- CurrentPlayer.ScoreGoldenInt := floor(CurrentPlayer.ScoreGolden / 10) * 10;
-
-
- CurrentPlayer.ScoreTotalInt := CurrentPlayer.ScoreInt +
- CurrentPlayer.ScoreGoldenInt +
- CurrentPlayer.ScoreLineInt;
- end;
-
- end; // operation
- end; // for
-
- // check if we have to add a new note or extend the note's length
- if (SentenceDetected = SentenceMax) then
- begin
- // we will add a new note
- NewNote := true;
-
- // if previous note (if any) was the same, extend previous note
- if ((CurrentPlayer.LengthNote > 0) and
- (LastPlayerNote <> nil) and
- (LastPlayerNote.Tone = ActualTone) and
- ((LastPlayerNote.Start + LastPlayerNote.Length) = ActualBeat)) then
- begin
- NewNote := false;
- end;
-
- // if is not as new note to control
- for LineFragmentIndex := 0 to Line.HighNote do
- begin
- if (Line.Note[LineFragmentIndex].Start = ActualBeat) then
- NewNote := true;
- end;
-
- // add new note
- if NewNote then
- begin
- // new note
- Inc(CurrentPlayer.LengthNote);
- Inc(CurrentPlayer.HighNote);
- SetLength(CurrentPlayer.Note, CurrentPlayer.LengthNote);
-
- // update player's last note
- LastPlayerNote := @CurrentPlayer.Note[CurrentPlayer.HighNote];
- with LastPlayerNote^ do
- begin
- Start := ActualBeat;
- Length := 1;
- Tone := ActualTone; // Tone || ToneAbs
- //Detect := LyricsState.MidBeat; // Not used!
- Hit := NoteHit; // half note patch
- end;
- end
- else
- begin
- // extend note length
- if (LastPlayerNote <> nil) then
- Inc(LastPlayerNote.Length);
- end;
-
- // check for perfect note and then light the star (on Draw)
- for LineFragmentIndex := 0 to Line.HighNote do
- begin
- CurrentLineFragment := @Line.Note[LineFragmentIndex];
- if (CurrentLineFragment.Start = LastPlayerNote.Start) and
- (CurrentLineFragment.Length = LastPlayerNote.Length) and
- (CurrentLineFragment.Tone = LastPlayerNote.Tone) then
- begin
- LastPlayerNote.Perfect := true;
- end;
- end;
- end; // if SentenceDetected = SentenceMax
-
- end; // if Detected
- end; // for PlayerIndex
- end; // for ActualBeat
- //Log.LogStatus('EndBeat', 'NewBeat');
-end;
-
-end.
+{* 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. + * + * $URL$ + * $Id$ + *} + +unit UNote; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SysUtils, + Classes, + SDL, + gl, + UDisplay, + UIni, + ULog, + ULyrics, + URecord, + UScreenSing, + USong, + UTime; + +type + PPLayerNote = ^TPlayerNote; + TPlayerNote = record + Start: integer; + Length: integer; + Detect: real; // accurate place, detected in the note + Tone: real; + Perfect: boolean; // true if the note matches the original one, light the star + Hit: boolean; // true if the note hits the line + end; + + PPLayer = ^TPlayer; + TPlayer = record + Name: UTF8String; + + // Index in Teaminfo record + TeamID: byte; + PlayerID: byte; + + // Scores + Score: real; + ScoreLine: real; + ScoreGolden: real; + + ScoreInt: integer; + ScoreLineInt: integer; + ScoreGoldenInt: integer; + ScoreTotalInt: integer; + + // LineBonus + ScoreLast: real; // Last Line Score + + // PerfectLineTwinkle (effect) + LastSentencePerfect: boolean; + + HighNote: integer; // index of last note (= High(Note)?) + LengthNote: integer; // number of notes (= Length(Note)?). + Note: array of TPlayerNote; + end; + + TStats = record + Player: array of TPlayer; + SongArtist: string; + SongTitle: string; + end; + + TMedleyPlaylist = record + Song: array of integer; + NumMedleySongs: integer; + CurrentMedleySong: integer; + ApplausePlayed: boolean; + Stats: array of TStats; + NumPlayer: integer; + end; + +{* Player and music info *} +var + {** + * Player info and state for each player. + * The amount of players is given by PlayersPlay. + *} + Player: array of TPlayer; + + {** + * Number of players or teams playing. + * Possible values: 1 - 6 + *} + PlayersPlay: integer; + + {** + * Selected song for singing. + *} + CurrentSong: TSong; + + PlaylistMedley: TMedleyPlaylist; // playlist medley + +const + MAX_SONG_SCORE = 10000; // max. achievable points per song + MAX_SONG_LINE_BONUS = 1000; // max. achievable line bonus per song + +procedure Sing(Screen: TScreenSing); +procedure NewSentence(Screen: TScreenSing); +procedure NewBeatClick(Screen: TScreenSing); // executed when on then new beat for click +procedure NewBeatDetect(Screen: TScreenSing); // executed when on then new beat for detection +procedure NewNote(Screen: TScreenSing); // detect note +function GetMidBeat(Time: real): real; +function GetTimeFromBeat(Beat: integer; SelfSong: TSong = nil): real; + +implementation + +uses + Math, + StrUtils, + UCatCovers, + UCommandLine, + UCommon, + UConfig, + UCovers, + UDataBase, + UGraphic, + UGraphicClasses, + UJoystick, + ULanguage, + UMusic, + UParty, + UPathUtils, + UPlatform, + UPlaylist, + USkins, + USongs, + UThemes; + +function GetTimeForBeats(BPM, Beats: real): real; +begin + Result := 60 / BPM * Beats; +end; + +function GetBeats(BPM, msTime: real): real; +begin + Result := BPM * msTime / 60; +end; + +procedure GetMidBeatSub(BPMNum: integer; var Time: real; var CurBeat: real); +var + NewTime: real; +begin + if High(CurrentSong.BPM) = BPMNum then + begin + // last BPM + CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time); + Time := 0; + end + else + begin + // not last BPM + // count how much time is it for start of the new BPM and store it in NewTime + NewTime := GetTimeForBeats(CurrentSong.BPM[BPMNum].BPM, CurrentSong.BPM[BPMNum+1].StartBeat - CurrentSong.BPM[BPMNum].StartBeat); + + // compare it to remaining time + if (Time - NewTime) > 0 then + begin + // there is still remaining time + CurBeat := CurrentSong.BPM[BPMNum].StartBeat; + Time := Time - NewTime; + end + else + begin + // there is no remaining time + CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time); + Time := 0; + end; // if + end; // if +end; + +function GetMidBeat(Time: real): real; +var + CurBeat: real; + CurBPM: integer; +begin + // static BPM + if Length(CurrentSong.BPM) = 1 then + begin + Result := Time * CurrentSong.BPM[0].BPM / 60; + end + // variable BPM + else if Length(CurrentSong.BPM) > 1 then + begin + CurBeat := 0; + CurBPM := 0; + while (Time > 0) do + begin + GetMidBeatSub(CurBPM, Time, CurBeat); + Inc(CurBPM); + end; + + Result := CurBeat; + end + // invalid BPM + else + begin + Result := 0; + end; +end; + +function GetTimeFromBeat(Beat: integer; SelfSong: TSong = nil): real; +var + CurBPM: integer; + Song: TSong; +begin + if (SelfSong <> nil) then + Song := SelfSong + else + Song := CurrentSong; + + // static BPM + if Length(Song.BPM) = 1 then + begin + Result := Song.GAP / 1000 + Beat * 60 / Song.BPM[0].BPM; + end + // variable BPM + else if Length(Song.BPM) > 1 then + begin + Result := Song.GAP / 1000; + CurBPM := 0; + while (CurBPM <= High(Song.BPM)) and + (Beat > Song.BPM[CurBPM].StartBeat) do + begin + if (CurBPM < High(Song.BPM)) and + (Beat >= Song.BPM[CurBPM+1].StartBeat) then + begin + // full range + Result := Result + (60 / Song.BPM[CurBPM].BPM) * + (Song.BPM[CurBPM+1].StartBeat - Song.BPM[CurBPM].StartBeat); + end; + + if (CurBPM = High(Song.BPM)) or + (Beat < Song.BPM[CurBPM+1].StartBeat) then + begin + // in the middle + Result := Result + (60 / Song.BPM[CurBPM].BPM) * + (Beat - Song.BPM[CurBPM].StartBeat); + end; + Inc(CurBPM); + end; + + { + while (Time > 0) do + begin + GetMidBeatSub(CurBPM, Time, CurBeat); + Inc(CurBPM); + end; + } + end + // invalid BPM + else + begin + Result := 0; + end; +end; + +procedure Sing(Screen: TScreenSing); +var + Count: integer; + CountGr: integer; + CP: integer; +begin + LyricsState.UpdateBeats(); + + // sentences routines + for CountGr := 0 to 0 do //High(Lines) + begin; + CP := CountGr; + // old parts + LyricsState.OldLine := Lines[CP].Current; + + // choose current parts + for Count := 0 to Lines[CP].High do + begin + if LyricsState.CurrentBeat >= Lines[CP].Line[Count].Start then + Lines[CP].Current := Count; + end; + + // clean player note if there is a new line + // (optimization on halfbeat time) + if Lines[CP].Current <> LyricsState.OldLine then + NewSentence(Screen); + + end; // for CountGr + + // make some operations on clicks + if {(LyricsState.CurrentBeatC >= 0) and }(LyricsState.OldBeatC <> LyricsState.CurrentBeatC) then + NewBeatClick(Screen); + + // make some operations when detecting new voice pitch + if (LyricsState.CurrentBeatD >= 0) and (LyricsState.OldBeatD <> LyricsState.CurrentBeatD) then + NewBeatDetect(Screen); +end; + +procedure NewSentence(Screen: TScreenSing); +var + i: integer; +begin + // clean note of player + for i := 0 to High(Player) do + begin + Player[i].LengthNote := 0; + Player[i].HighNote := -1; + SetLength(Player[i].Note, 0); + end; + + // on sentence change... + Screen.onSentenceChange(Lines[0].Current); +end; + +procedure NewBeatClick; +var + Count: integer; +begin + // beat click + if ((Ini.BeatClick = 1) and + ((LyricsState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0)) then + begin + AudioPlayback.PlaySound(SoundLib.Click); + end; + + for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do + begin + if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LyricsState.CurrentBeatC) then + begin + // click assist + if Ini.ClickAssist = 1 then + AudioPlayback.PlaySound(SoundLib.Click); + + // drum machine + (* + TempBeat := LyricsState.CurrentBeat; // + 2; + if (TempBeat mod 8 = 0) then Music.PlayDrum; + if (TempBeat mod 8 = 4) then Music.PlayClap; + //if (TempBeat mod 4 = 2) then Music.PlayHihat; + if (TempBeat mod 4 <> 0) then Music.PlayHihat; + *) + end; + end; +end; + +procedure NewBeatDetect(Screen: TScreenSing); + var + SentenceEnd: integer; + I: cardinal; +begin + NewNote(Screen); + + // check for sentence end + // we check all lines here because a new sentence may + // have been started even before the old one finishes + // due to corrupt lien breaks + // checking only current line works to, but may lead to + // weird ratings for the song files w/ the mentioned + // errors + // To-Do Philipp : check current and last line should + // do it for most corrupt txt and for lines in + // non-corrupt txts that start immediatly after the prev. + // line ends + if (assigned(Screen)) then + begin + for I := 0 to Lines[0].High do + begin + with Lines[0].Line[I] do + begin + if (HighNote >= 0) then + begin + SentenceEnd := Note[HighNote].Start + Note[HighNote].Length; + + if (LyricsState.OldBeatD < SentenceEnd) and (LyricsState.CurrentBeatD >= SentenceEnd) then + Screen.OnSentenceEnd(I); + end; + end; + end; + end; +end; + +procedure NewNote(Screen: TScreenSing); +var + LineFragmentIndex: integer; + CurrentLineFragment: PLineFragment; + PlayerIndex: integer; + CurrentSound: TCaptureBuffer; + CurrentPlayer: PPlayer; + LastPlayerNote: PPlayerNote; + Line: PLine; + SentenceIndex: integer; + SentenceMin: integer; + SentenceMax: integer; + SentenceDetected: integer; // sentence of detected note + ActualBeat: integer; + ActualTone: integer; + NoteAvailable: boolean; + NewNote: boolean; + Range: integer; + NoteHit: boolean; + MaxSongPoints: integer; // max. points for the song (without line bonus) + CurNotePoints: real; // Points for the cur. Note (PointsperNote * ScoreFactor[CurNote]) +begin + ActualTone := 0; + NoteHit := false; + + // TODO: add duet mode support + // use Lines[LineSetIndex] with LineSetIndex depending on the current player + + // count min and max sentence range for checking + // (detection is delayed to the notes we see on the screen) + SentenceMin := Lines[0].Current-1; + if (SentenceMin < 0) then + SentenceMin := 0; + SentenceMax := Lines[0].Current; + + for ActualBeat := LyricsState.OldBeatD+1 to LyricsState.CurrentBeatD do + begin + // analyze player signals + for PlayerIndex := 0 to PlayersPlay-1 do + begin + // check for an active note at the current time defined in the lyrics + NoteAvailable := false; + SentenceDetected := SentenceMin; + for SentenceIndex := SentenceMin to SentenceMax do + begin + Line := @Lines[0].Line[SentenceIndex]; + for LineFragmentIndex := 0 to Line.HighNote do + begin + CurrentLineFragment := @Line.Note[LineFragmentIndex]; + // check if line is active + if ((CurrentLineFragment.Start <= ActualBeat) and + (CurrentLineFragment.Start + CurrentLineFragment.Length-1 >= ActualBeat)) and + (CurrentLineFragment.NoteType <> ntFreestyle) and // but ignore FreeStyle notes + (CurrentLineFragment.Length > 0) then // and make sure the note length is at least 1 + begin + SentenceDetected := SentenceIndex; + NoteAvailable := true; + Break; + end; + end; + // TODO: break here, if NoteAvailable is true? We would then use the first instead + // of the last note matching the current beat if notes overlap. But notes + // should not overlap at all. + // if (NoteAvailable) then + // Break; + end; + + CurrentPlayer := @Player[PlayerIndex]; + CurrentSound := AudioInputProcessor.Sound[PlayerIndex]; + + // at the beginning of the song there is no previous note + if (Length(CurrentPlayer.Note) > 0) then + LastPlayerNote := @CurrentPlayer.Note[CurrentPlayer.HighNote] + else + LastPlayerNote := nil; + + // analyze buffer + CurrentSound.AnalyzeBuffer; + + // add some noise + // TODO: do we need this? + //LyricsState.Tone := LyricsState.Tone + Round(Random(3)) - 1; + + // add note if possible + if (CurrentSound.ToneValid and NoteAvailable) then + begin + Line := @Lines[0].Line[SentenceDetected]; + // process until last note + for LineFragmentIndex := 0 to Line.HighNote do + begin + CurrentLineFragment := @Line.Note[LineFragmentIndex]; + if (CurrentLineFragment.Start <= ActualBeat) and + (CurrentLineFragment.Start + CurrentLineFragment.Length > ActualBeat) then + begin + // compare notes (from song-file and from player) + + // move players tone to proper octave + while (CurrentSound.Tone - CurrentLineFragment.Tone > 6) do + CurrentSound.Tone := CurrentSound.Tone - 12; + + while (CurrentSound.Tone - CurrentLineFragment.Tone < -6) do + CurrentSound.Tone := CurrentSound.Tone + 12; + + // half size notes patch + NoteHit := false; + ActualTone := CurrentSound.Tone; + Range := 2 - Ini.Difficulty; + + // check if the player hit the correct tone within the tolerated range + if (Abs(CurrentLineFragment.Tone - CurrentSound.Tone) <= Range) then + begin + // adjust the players tone to the correct one + // TODO: do we need to do this? + // Philipp: I think we do, at least when we draw the notes. + // Otherwise the notehit thing would be shifted to the + // correct unhit note. I think this will look kind of strange. + ActualTone := CurrentLineFragment.Tone; + + // half size notes patch + NoteHit := true; + + if (Ini.LineBonus > 0) then + MaxSongPoints := MAX_SONG_SCORE - MAX_SONG_LINE_BONUS + else + MaxSongPoints := MAX_SONG_SCORE; + + // Note: ScoreValue is the sum of all note values of the song + // (MaxSongPoints / ScoreValue) is the points that a player + // gets for a hit of one beat of a normal note + // CurNotePoints is the amount of points that is meassured + // for a hit of the note per full beat + CurNotePoints := (MaxSongPoints / Lines[0].ScoreValue) * ScoreFactor[CurrentLineFragment.NoteType]; + + case CurrentLineFragment.NoteType of + ntNormal: CurrentPlayer.Score := CurrentPlayer.Score + CurNotePoints; + ntGolden: CurrentPlayer.ScoreGolden := CurrentPlayer.ScoreGolden + CurNotePoints; + end; + + // a problem if we use floor instead of round is that a score of + // 10000 points is only possible if the last digit of the total points + // for golden and normal notes is 0. + // if we use round, the max score is 10000 for most songs + // but a score of 10010 is possible if the last digit of the total + // points for golden and normal notes is 5 + // the best solution is to use round for one of these scores + // and round the other score in the opposite direction + // so we assure that the highest possible score is 10000 in every case. + CurrentPlayer.ScoreInt := round(CurrentPlayer.Score / 10) * 10; + + if (CurrentPlayer.ScoreInt < CurrentPlayer.Score) then + //normal score is floored so we have to ceil golden notes score + CurrentPlayer.ScoreGoldenInt := ceil(CurrentPlayer.ScoreGolden / 10) * 10 + else + //normal score is ceiled so we have to floor golden notes score + CurrentPlayer.ScoreGoldenInt := floor(CurrentPlayer.ScoreGolden / 10) * 10; + + + CurrentPlayer.ScoreTotalInt := CurrentPlayer.ScoreInt + + CurrentPlayer.ScoreGoldenInt + + CurrentPlayer.ScoreLineInt; + end; + + end; // operation + end; // for + + // check if we have to add a new note or extend the note's length + if (SentenceDetected = SentenceMax) then + begin + // we will add a new note + NewNote := true; + + // if previous note (if any) was the same, extend previous note + if ((CurrentPlayer.LengthNote > 0) and + (LastPlayerNote <> nil) and + (LastPlayerNote.Tone = ActualTone) and + ((LastPlayerNote.Start + LastPlayerNote.Length) = ActualBeat)) then + begin + NewNote := false; + end; + + // if is not as new note to control + for LineFragmentIndex := 0 to Line.HighNote do + begin + if (Line.Note[LineFragmentIndex].Start = ActualBeat) then + NewNote := true; + end; + + // add new note + if NewNote then + begin + // new note + Inc(CurrentPlayer.LengthNote); + Inc(CurrentPlayer.HighNote); + SetLength(CurrentPlayer.Note, CurrentPlayer.LengthNote); + + // update player's last note + LastPlayerNote := @CurrentPlayer.Note[CurrentPlayer.HighNote]; + with LastPlayerNote^ do + begin + Start := ActualBeat; + Length := 1; + Tone := ActualTone; // Tone || ToneAbs + //Detect := LyricsState.MidBeat; // Not used! + Hit := NoteHit; // half note patch + end; + end + else + begin + // extend note length + if (LastPlayerNote <> nil) then + Inc(LastPlayerNote.Length); + end; + + // check for perfect note and then light the star (on Draw) + for LineFragmentIndex := 0 to Line.HighNote do + begin + CurrentLineFragment := @Line.Note[LineFragmentIndex]; + if (CurrentLineFragment.Start = LastPlayerNote.Start) and + (CurrentLineFragment.Length = LastPlayerNote.Length) and + (CurrentLineFragment.Tone = LastPlayerNote.Tone) then + begin + LastPlayerNote.Perfect := true; + end; + end; + end; // if SentenceDetected = SentenceMax + + end; // if Detected + end; // for PlayerIndex + end; // for ActualBeat + //Log.LogStatus('EndBeat', 'NewBeat'); +end; + +end. |