diff options
Diffstat (limited to 'src/base')
-rw-r--r-- | src/base/UNote.pas | 1239 |
1 files changed, 621 insertions, 618 deletions
diff --git a/src/base/UNote.pas b/src/base/UNote.pas index ff9c6b57..2d71fb67 100644 --- a/src/base/UNote.pas +++ b/src/base/UNote.pas @@ -1,618 +1,621 @@ -{* 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, - UMusic, - URecord, - UTime, - UDisplay, - UIni, - ULog, - ULyrics, - UScreenSing, - USong, - gl; - -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; - -{* 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; - -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): real; - -implementation - -uses - Math, - StrUtils, - USongs, - UJoystick, - UCommandLine, - ULanguage, - //SDL_ttf, - USkins, - UCovers, - UCatCovers, - UDataBase, - UPlaylist, - UParty, - UConfig, - UCommon, - UGraphic, - UGraphicClasses, - UPathUtils, - UPlatform, - 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): real; -var - CurBPM: integer; -begin - // static BPM - if Length(CurrentSong.BPM) = 1 then - begin - Result := CurrentSong.GAP / 1000 + Beat * 60 / CurrentSong.BPM[0].BPM; - end - // variable BPM - else if Length(CurrentSong.BPM) > 1 then - begin - Result := CurrentSong.GAP / 1000; - CurBPM := 0; - while (CurBPM <= High(CurrentSong.BPM)) and - (Beat > CurrentSong.BPM[CurBPM].StartBeat) do - begin - if (CurBPM < High(CurrentSong.BPM)) and - (Beat >= CurrentSong.BPM[CurBPM+1].StartBeat) then - begin - // full range - Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) * - (CurrentSong.BPM[CurBPM+1].StartBeat - CurrentSong.BPM[CurBPM].StartBeat); - end; - - if (CurBPM = High(CurrentSong.BPM)) or - (Beat < CurrentSong.BPM[CurBPM+1].StartBeat) then - begin - // in the middle - Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) * - (Beat - CurrentSong.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 - 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 - // 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; - - // 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 <= LyricsState.CurrentBeatD) and - (CurrentLineFragment.Start + CurrentLineFragment.Length-1 >= LyricsState.CurrentBeatD)) 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; - - // analyze player signals - for PlayerIndex := 0 to PlayersPlay-1 do - begin - 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 <= LyricsState.OldBeatD+1) and - (CurrentLineFragment.Start + CurrentLineFragment.Length > LyricsState.OldBeatD+1) 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; - - // if Ini.Difficulty = 0 then Range := 2; - // if Ini.Difficulty = 1 then Range := 1; - // if Ini.Difficulty = 2 then Range := 0; - 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. - CurrentSound.Tone := 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 = CurrentSound.Tone) and - ((LastPlayerNote.Start + LastPlayerNote.Length) = LyricsState.CurrentBeatD)) 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 = LyricsState.CurrentBeatD) 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 := LyricsState.CurrentBeatD; - Length := 1; - Tone := CurrentSound.Tone; // Tone || ToneAbs - Detect := LyricsState.MidBeat; - 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 - - //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,
+ UMusic,
+ URecord,
+ UTime,
+ UDisplay,
+ UIni,
+ ULog,
+ ULyrics,
+ UScreenSing,
+ USong,
+ gl;
+
+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;
+
+{* 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;
+
+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): real;
+
+implementation
+
+uses
+ Math,
+ StrUtils,
+ USongs,
+ UJoystick,
+ UCommandLine,
+ ULanguage,
+ //SDL_ttf,
+ USkins,
+ UCovers,
+ UCatCovers,
+ UDataBase,
+ UPlaylist,
+ UParty,
+ UConfig,
+ UCommon,
+ UGraphic,
+ UGraphicClasses,
+ UPathUtils,
+ UPlatform,
+ 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): real;
+var
+ CurBPM: integer;
+begin
+ // static BPM
+ if Length(CurrentSong.BPM) = 1 then
+ begin
+ Result := CurrentSong.GAP / 1000 + Beat * 60 / CurrentSong.BPM[0].BPM;
+ end
+ // variable BPM
+ else if Length(CurrentSong.BPM) > 1 then
+ begin
+ Result := CurrentSong.GAP / 1000;
+ CurBPM := 0;
+ while (CurBPM <= High(CurrentSong.BPM)) and
+ (Beat > CurrentSong.BPM[CurBPM].StartBeat) do
+ begin
+ if (CurBPM < High(CurrentSong.BPM)) and
+ (Beat >= CurrentSong.BPM[CurBPM+1].StartBeat) then
+ begin
+ // full range
+ Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) *
+ (CurrentSong.BPM[CurBPM+1].StartBeat - CurrentSong.BPM[CurBPM].StartBeat);
+ end;
+
+ if (CurBPM = High(CurrentSong.BPM)) or
+ (Beat < CurrentSong.BPM[CurBPM+1].StartBeat) then
+ begin
+ // in the middle
+ Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) *
+ (Beat - CurrentSong.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.
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