{* 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 UScreenSing; interface {$IFDEF FPC} {$MODE Delphi} {$ENDIF} {$I switches.inc} uses UMenu, UMusic, SDL, SysUtils, UFiles, UTime, USongs, UIni, ULog, UTexture, ULyrics, TextGL, gl, UThemes, UGraphicClasses, USingScores; type TLyricsSyncSource = class(TSyncSource) function GetClock(): real; override; end; type TScreenSing = class(TMenu) private VideoLoaded: boolean; protected Paused: boolean; //Pause Mod LyricsSync: TLyricsSyncSource; NumEmptySentences: integer; public // TimeBar fields StaticTimeProgress: integer; TextTimeText: integer; StaticP1: integer; TextP1: integer; //shown when game is in 2/4 player modus StaticP1TwoP: integer; TextP1TwoP: integer; //shown when game is in 3/6 player modus StaticP1ThreeP: integer; TextP1ThreeP: integer; StaticP2R: integer; TextP2R: integer; StaticP2M: integer; TextP2M: integer; StaticP3R: integer; TextP3R: integer; StaticPausePopup: integer; Tex_Background: TTexture; FadeOut: boolean; Lyrics: TLyricEngine; //Score Manager: Scores: TSingScores; fShowVisualization: boolean; fCurrentVideoPlaybackEngine: IVideoPlayback; // some settings to be set by plugins settings: record Finish: Boolean; //< if true, screen will finish on next draw LyricsVisible: Boolean; //< shows or hides lyrics NotesVisible: Integer; //< if bit[playernum] is set the notes for the specified player are visible. By default all players notes are visible PlayerEnabled: Integer; //< defines whether a player can score atm end; procedure ClearSettings; procedure ApplySettings; //< applies changes of settings record procedure EndSong; constructor Create; override; procedure onShow; override; procedure onShowFinish; override; procedure onHide; override; function ParseInput(PressedKey: cardinal; CharCode: widechar; PressedDown: boolean): boolean; override; function Draw: boolean; override; procedure Finish; virtual; procedure Pause; // Toggle Pause procedure OnSentenceEnd(SentenceIndex: cardinal); // for LineBonus + Singbar procedure OnSentenceChange(SentenceIndex: cardinal); // for Golden Notes end; implementation uses UGraphic, UDraw, UMain, USong, Classes, URecord, ULanguage, UDisplay, UParty, Math; // Method for input parsing. If False is returned, GetNextWindow // should be checked to know the next window to load; function TScreenSing.ParseInput(PressedKey: cardinal; CharCode: widechar; PressedDown: boolean): boolean; begin Result := True; if (PressedDown) then begin // Key Down // check normal keys case WideCharUpperCase(CharCode)[1] of 'Q': begin //When not ask before Exit then Finish now if (Ini.AskbeforeDel <> 1) then Finish //else just Pause and let the Popup make the Work else if not Paused then Pause; Result := False; Exit; end; 'V': //Show Visualization begin fShowVisualization := not fShowVisualization; if fShowVisualization then fCurrentVideoPlaybackEngine := Visualization else fCurrentVideoPlaybackEngine := VideoPlayback; if fShowVisualization then fCurrentVideoPlaybackEngine.play; Exit; end; 'P': begin Pause; Exit; end; end; // check special keys case PressedKey of SDLK_ESCAPE, SDLK_BACKSPACE: begin //Record Sound Hack: //Sound[0].BufferLong Finish; AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenScore); end; SDLK_SPACE: begin Pause; end; SDLK_TAB: //Change Visualization Preset begin if fShowVisualization then fCurrentVideoPlaybackEngine.Position := now; // move to a random position end; SDLK_RETURN: begin end; // Up and Down could be done at the same time, // but I don't want to declare variables inside // functions like this one, called so many times SDLK_DOWN: begin end; SDLK_UP: begin end; end; end; end; //Pause Mod procedure TScreenSing.Pause; begin if (not Paused) then //enable Pause begin // pause Time Paused := True; LyricsState.Pause(); // pause Music AudioPlayback.Pause; // pause Video if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then fCurrentVideoPlaybackEngine.Pause; end else //disable Pause begin LyricsState.Resume(); // Play Music AudioPlayback.Play; // Video if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then fCurrentVideoPlaybackEngine.Pause; Paused := False; end; end; //Pause Mod End constructor TScreenSing.Create; begin inherited Create; fShowVisualization := False; fCurrentVideoPlaybackEngine := VideoPlayback; //Create Score Class Scores := TSingScores.Create; Scores.LoadfromTheme; LoadFromTheme(Theme.Sing); //TimeBar StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress); TextTimeText := AddText(Theme.Sing.TextTimeText); // 1 player | P1 StaticP1 := AddStatic(Theme.Sing.StaticP1); TextP1 := AddText(Theme.Sing.TextP1); // 2 or 4 players | P1 StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP); TextP1TwoP := AddText(Theme.Sing.TextP1TwoP); // | P2 StaticP2R := AddStatic(Theme.Sing.StaticP2R); TextP2R := AddText(Theme.Sing.TextP2R); // 3 or 6 players | P1 StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP); TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP); // | P2 StaticP2M := AddStatic(Theme.Sing.StaticP2M); TextP2M := AddText(Theme.Sing.TextP2M); // | P3 StaticP3R := AddStatic(Theme.Sing.StaticP3R); TextP3R := AddText(Theme.Sing.TextP3R); StaticPausePopup := AddStatic(Theme.Sing.PausePopUp); //Pausepopup is not visibile at the beginning Static[StaticPausePopup].Visible := False; Lyrics := TLyricEngine.Create( Skin_LyricsUpperX, Skin_LyricsUpperY, Skin_LyricsUpperW, Skin_LyricsUpperH, Skin_LyricsLowerX, Skin_LyricsLowerY, Skin_LyricsLowerW, Skin_LyricsLowerH); LyricsSync := TLyricsSyncSource.Create(); end; procedure TScreenSing.onShow; var P: integer; V1: boolean; V1TwoP: boolean; //Position of ScoreBox in two-player mode V1ThreeP: boolean; //Position of ScoreBox in three-player mode V2R: boolean; V2M: boolean; V3R: boolean; Color: TRGB; success: boolean; begin inherited; Log.LogStatus('Begin', 'onShow'); FadeOut := False; ClearSettings; Party.CallBeforeSing; // reset video playback engine, to play Video Clip... fCurrentVideoPlaybackEngine := VideoPlayback; // setup score manager Scores.ClearPlayers; // clear old player values Color.R := 0; Color.G := 0; Color.B := 0; // dummy atm <- \(O.o)/? B like bummy? // add new players for P := 0 to PlayersPlay - 1 do begin Scores.AddPlayer(Tex_ScoreBG[P], Color); end; Scores.Init; //Get Positions for Players // prepare players SetLength(Player, PlayersPlay); case PlayersPlay of 1: begin V1 := True; V1TwoP := False; V1ThreeP := False; V2R := False; V2M := False; V3R := False; end; 2: begin V1 := False; V1TwoP := True; V1ThreeP := False; V2R := True; V2M := False; V3R := False; end; 3: begin V1 := False; V1TwoP := False; V1ThreeP := True; V2R := False; V2M := True; V3R := True; end; 4: begin // double screen V1 := False; V1TwoP := True; V1ThreeP := False; V2R := True; V2M := False; V3R := False; end; 6: begin // double screen V1 := False; V1TwoP := False; V1ThreeP := True; V2R := False; V2M := True; V3R := True; end; end; //This one is shown in 1P mode Static[StaticP1].Visible := V1; Text[TextP1].Visible := V1; //This one is shown in 2/4P mode Static[StaticP1TwoP].Visible := V1TwoP; Text[TextP1TwoP].Visible := V1TwoP; Static[StaticP2R].Visible := V2R; Text[TextP2R].Visible := V2R; //This one is shown in 3/6P mode Static[StaticP1ThreeP].Visible := V1ThreeP; Text[TextP1ThreeP].Visible := V1ThreeP; Static[StaticP2M].Visible := V2M; Text[TextP2M].Visible := V2M; Static[StaticP3R].Visible := V3R; Text[TextP3R].Visible := V3R; // FIXME: sets Path and Filename to '' ResetSingTemp; CurrentSong := CatSongs.Song[CatSongs.Selected]; // FIXME: bad style, put the try-except into LoadSong() and not here try // Check if file is XML if copy(CurrentSong.FileName, length(CurrentSong.FileName) - 3, 4) = '.xml' then success := CurrentSong.LoadXMLSong() else success := CurrentSong.LoadSong(); except success := False; end; if (not success) then begin // error loading song -> go back to previous screen and show some error message Display.AbortScreenChange; // select new song in party mode if ScreenSong.Mode = smPartyMode then ScreenSong.SelectRandomSong(); if (Length(CurrentSong.LastError) > 0) then ScreenPopupError.ShowPopup(Format(Language.Translate(CurrentSong.LastError), [CurrentSong.ErrorLineNo])) else ScreenPopupError.ShowPopup(Language.Translate('ERROR_CORRUPT_SONG')); // FIXME: do we need this? CurrentSong.Path := CatSongs.Song[CatSongs.Selected].Path; Exit; end; // reset video playback engine, to play video clip... fCurrentVideoPlaybackEngine.Close; fCurrentVideoPlaybackEngine := VideoPlayback; {* * == Background == * We have four types of backgrounds: * + Blank : Nothing has been set, this is our fallback * + Picture : Picture has been set, and exists - otherwise we fallback * + Video : Video has been set, and exists - otherwise we fallback * + Visualization: + Off : No Visialization * + WhenNoVideo: Overwrites Blank and Picture * + On : Overwrites Blank, Picture and Video *} {* * set background to: video *} VideoLoaded := False; fShowVisualization := False; if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then begin if (fCurrentVideoPlaybackEngine.Open(CurrentSong.Path + CurrentSong.Video)) then begin fShowVisualization := False; fCurrentVideoPlaybackEngine := VideoPlayback; fCurrentVideoPlaybackEngine.Position := CurrentSong.VideoGAP + CurrentSong.Start; fCurrentVideoPlaybackEngine.Play; VideoLoaded := True; end; end; {* * set background to: picture *} if (CurrentSong.Background <> '') and (VideoLoaded = False) and (TVisualizerOption(Ini.VisualizerOption) = voOff) then try Tex_Background := Texture.LoadTexture(CurrentSong.Path + CurrentSong.Background); except Log.LogError('Background could not be loaded: ' + CurrentSong.Path + CurrentSong.Background); Tex_Background.TexNum := 0; end else begin Tex_Background.TexNum := 0; end; {* * set background to: visualization (Overwrites all) *} if (TVisualizerOption(Ini.VisualizerOption) in [voOn]) then begin fShowVisualization := True; fCurrentVideoPlaybackEngine := Visualization; if (fCurrentVideoPlaybackEngine <> nil) then fCurrentVideoPlaybackEngine.Play; end; {* * set background to: visualization (Videos are still shown) *} if ((TVisualizerOption(Ini.VisualizerOption) in [voWhenNoVideo]) and (VideoLoaded = False)) then begin fShowVisualization := True; fCurrentVideoPlaybackEngine := Visualization; if (fCurrentVideoPlaybackEngine <> nil) then fCurrentVideoPlaybackEngine.Play; end; // prepare lyrics timer LyricsState.Reset(); LyricsState.SetCurrentTime(CurrentSong.Start); LyricsState.StartTime := CurrentSong.Gap; if (CurrentSong.Finish > 0) then LyricsState.TotalTime := CurrentSong.Finish / 1000 else LyricsState.TotalTime := AudioPlayback.Length; LyricsState.UpdateBeats(); // prepare music AudioPlayback.Stop(); AudioPlayback.Position := CurrentSong.Start; // synchronize music to the lyrics AudioPlayback.SetSyncSource(LyricsSync); // prepare and start voice-capture AudioInput.CaptureStart; for P := 0 to High(Player) do ClearScores(P); // main text Lyrics.Clear(CurrentSong.BPM[0].BPM, CurrentSong.Resolution); // set custom options case Ini.LyricsFont of 0: // normal fonts begin Lyrics.FontStyle := 0; Lyrics.LineColor_en.R := Skin_FontR; Lyrics.LineColor_en.G := Skin_FontG; Lyrics.LineColor_en.B := Skin_FontB; Lyrics.LineColor_en.A := 1; Lyrics.LineColor_dis.R := 0.4; Lyrics.LineColor_dis.G := 0.4; Lyrics.LineColor_dis.B := 0.4; Lyrics.LineColor_dis.A := 1; Lyrics.LineColor_act.R := 0.02; Lyrics.LineColor_act.G := 0.6; Lyrics.LineColor_act.B := 0.8; Lyrics.LineColor_act.A := 1; end; 1, 2: // outline fonts (is TScalableOutlineFont) begin Lyrics.FontStyle := Ini.LyricsFont + 1; Lyrics.LineColor_en.R := 0.75; Lyrics.LineColor_en.G := 0.75; Lyrics.LineColor_en.B := 1; Lyrics.LineColor_en.A := 1; Lyrics.LineColor_dis.R := 0.8; Lyrics.LineColor_dis.G := 0.8; Lyrics.LineColor_dis.B := 0.8; Lyrics.LineColor_dis.A := 1; Lyrics.LineColor_act.R := 0.5; Lyrics.LineColor_act.G := 0.5; Lyrics.LineColor_act.B := 1; Lyrics.LineColor_act.A := 1; end; end; // case // Initialize lyrics by filling its queue while (not Lyrics.IsQueueFull) and (Lyrics.LineCounter <= High(Lines[0].Line)) do begin Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]); end; // Deactivate pause Paused := False; // Kill all stars not killed yet (GoldenStarsTwinkle Mod) GoldenRec.SentenceChange; // set Position of Line Bonus - Line Bonus end // set number of empty sentences for Line Bonus NumEmptySentences := 0; for P := Low(Lines[0].Line) to High(Lines[0].Line) do if Lines[0].Line[P].TotalNotes = 0 then Inc(NumEmptySentences); Log.LogStatus('End', 'onShow'); end; procedure TScreenSing.onShowFinish; begin // start lyrics LyricsState.Resume(); // start music AudioPlayback.Play(); // start timer CountSkipTimeSet; end; procedure TScreenSing.ClearSettings; begin Settings.Finish := False; end; { applies changes of settings record } procedure TScreenSing.ApplySettings; begin // end; procedure TScreenSing.EndSong; begin Settings.Finish := True; end; procedure TScreenSing.onHide; begin // Unload background texture if (Tex_Background.TexNum > 0) then begin glDeleteTextures(1, PGLuint(@Tex_Background.TexNum)); Tex_Background.TexNum := 0; end; Background.OnFinish; end; function TScreenSing.Draw: boolean; var Min: integer; Sec: integer; T: integer; CurLyricsTime: real; begin Background.Draw; // set player names (for 2 screens and only Singstar skin) if ScreenAct = 1 then begin Text[TextP1].Text := 'P1'; Text[TextP1TwoP].Text := 'P1'; Text[TextP1ThreeP].Text := 'P1'; Text[TextP2R].Text := 'P2'; Text[TextP2M].Text := 'P2'; Text[TextP3R].Text := 'P3'; end; if ScreenAct = 2 then begin case PlayersPlay of 4: begin Text[TextP1TwoP].Text := 'P3'; Text[TextP2R].Text := 'P4'; end; 6: begin Text[TextP1ThreeP].Text := 'P4'; Text[TextP2M].Text := 'P5'; Text[TextP3R].Text := 'P6'; end; end; // case end; // if //// // dual screen, part 1 //////////////////////// // Note: ScreenX is the offset of the current screen in dual-screen mode so we // will move the statics and texts to the correct screen here. // FIXME: clean up this weird stuff. Commenting this stuff out, nothing // was missing on screen w/ 6 players - so do we even need this stuff? Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10 * ScreenX; Text[TextP1].X := Text[TextP1].X + 10 * ScreenX; {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX; Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;} Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10 * ScreenX; Text[TextP2R].X := Text[TextP2R].X + 10 * ScreenX; {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX; Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;} // end of weird stuff Static[1].Texture.X := Static[1].Texture.X + 10 * ScreenX; for T := 0 to 1 do Text[T].X := Text[T].X + 10 * ScreenX; // retrieve current lyrics time, we have to store the value to avoid // that min- and sec-values do not match CurLyricsTime := LyricsState.GetCurrentTime(); Min := Round(CurLyricsTime) div 60; Sec := Round(CurLyricsTime) mod 60; // update static menu with time ... Text[TextTimeText].Text := ''; if Min < 10 then Text[TextTimeText].Text := '0'; Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Min) + ':'; if Sec < 10 then Text[TextTimeText].Text := Text[TextTimeText].Text + '0'; Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Sec); // draw static menu (BG) // Note: there is no menu and the animated background brakes the video playback //DrawBG; // Draw Background SingDrawBackground; // update and draw movie if (ShowFinish and (VideoLoaded or fShowVisualization)) then begin if assigned(fCurrentVideoPlaybackEngine) then begin fCurrentVideoPlaybackEngine.GetFrame(CurrentSong.VideoGAP + LyricsState.GetCurrentTime()); fCurrentVideoPlaybackEngine.DrawGL(ScreenAct); end; end; // draw static menu (FG) DrawFG; // check for music finish //Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(LyricsState.CurrentTime*1000) + ' ' + IntToStr(CurrentSong.Finish)); if ShowFinish then begin if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or (LyricsState.GetCurrentTime() * 1000 <= CurrentSong.Finish)) and (not Settings.Finish) then begin // analyze song if not paused if (not Paused) then begin Sing(Self); Party.CallOnSing; end; end else begin if (not FadeOut) then begin Finish; FadeOut := True; end; end; end; // always draw custom items SingDraw; //GoldenNoteStarsTwinkle GoldenRec.SpawnRec; //Draw Scores Scores.Draw; //// // dual screen, part 2 //////////////////////// // Note: ScreenX is the offset of the current screen in dual-screen mode so we // will move the statics and texts to the correct screen here. // FIXME: clean up this weird stuff Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10 * ScreenX; Text[TextP1].X := Text[TextP1].X - 10 * ScreenX; Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10 * ScreenX; Text[TextP2R].X := Text[TextP2R].X - 10 * ScreenX; //end of weird Static[1].Texture.X := Static[1].Texture.X - 10 * ScreenX; for T := 0 to 1 do Text[T].X := Text[T].X - 10 * ScreenX; // Draw Pausepopup // FIXME: this is a workaround that the Static is drawn over the Lyrics, Lines, Scores and Effects // maybe someone could find a better solution if Paused then begin Static[StaticPausePopup].Visible := True; Static[StaticPausePopup].Draw; Static[StaticPausePopup].Visible := False; end; Result := True; end; procedure TScreenSing.Finish; begin AudioInput.CaptureStop; AudioPlayback.Stop; AudioPlayback.SetSyncSource(nil); if (VideoPlayback <> nil) then VideoPlayback.Close; if (Visualization <> nil) then Visualization.Close; // to prevent drawing closed video VideoLoaded := False; //Kill all Stars and Effects GoldenRec.KillAll; if (Ini.SavePlayback = 1) then begin Log.BenchmarkStart(0); Log.LogVoice(0); Log.LogVoice(1); Log.LogVoice(2); Log.BenchmarkEnd(0); Log.LogBenchmark('Creating files', 0); end; SetFontItalic(False); Party.CallAfterSing; end; procedure TScreenSing.OnSentenceEnd(SentenceIndex: cardinal); var PlayerIndex: integer; CurrentPlayer: PPLayer; CurrentScore: real; Line: PLine; LinePerfection: real; // perfection of singing performance on the current line Rating: integer; LineScore: real; LineBonus: real; MaxSongScore: integer; // max. points for the song (without line bonus) MaxLineScore: real; // max. points for the current line const // TODO: move this to a better place MAX_LINE_RATING = 8; // max. rating for singing performance begin Line := @Lines[0].Line[SentenceIndex]; // check for empty sentence if (Line.TotalNotes <= 0) then Exit; // set max song score if (Ini.LineBonus = 0) then MaxSongScore := MAX_SONG_SCORE else MaxSongScore := MAX_SONG_SCORE - MAX_SONG_LINE_BONUS; // Note: ScoreValue is the sum of all note values of the song MaxLineScore := MaxSongScore * (Line.TotalNotes / Lines[0].ScoreValue); for PlayerIndex := 0 to High(Player) do begin CurrentPlayer := @Player[PlayerIndex]; CurrentScore := CurrentPlayer.Score + CurrentPlayer.ScoreGolden; // Line Bonus // points for this line LineScore := CurrentScore - CurrentPlayer.ScoreLast; // determine LinePerfection // Note: the "+2" extra points are a little bonus so the player does not // have to be that perfect to reach the bonus steps. LinePerfection := (LineScore + 2) / MaxLineScore; // clamp LinePerfection to range [0..1] if (LinePerfection < 0) then LinePerfection := 0 else if (LinePerfection > 1) then LinePerfection := 1; // add line-bonus if enabled if (Ini.LineBonus > 0) then begin // line-bonus points (same for each line, no matter how long the line is) LineBonus := MAX_SONG_LINE_BONUS / (Length(Lines[0].Line) - NumEmptySentences); // apply line-bonus CurrentPlayer.ScoreLine := CurrentPlayer.ScoreLine + LineBonus * LinePerfection; CurrentPlayer.ScoreLineInt := Round(CurrentPlayer.ScoreLine / 10) * 10; // update total score CurrentPlayer.ScoreTotalInt := CurrentPlayer.ScoreInt + CurrentPlayer.ScoreGoldenInt + CurrentPlayer.ScoreLineInt; // spawn rating pop-up Rating := Round(LinePerfection * MAX_LINE_RATING); Scores.SpawnPopUp(PlayerIndex, Rating, CurrentPlayer.ScoreTotalInt); end; // PerfectLineTwinkle (effect), Part 1 if (Ini.EffectSing = 1) then CurrentPlayer.LastSentencePerfect := (LinePerfection >= 1); // refresh last score CurrentPlayer.ScoreLast := CurrentScore; end; // PerfectLineTwinkle (effect), Part 2 if (Ini.EffectSing = 1) then GoldenRec.SpawnPerfectLineTwinkle; end; // Called on sentence change // SentenceIndex: index of the new active sentence procedure TScreenSing.OnSentenceChange(SentenceIndex: cardinal); begin //GoldenStarsTwinkle GoldenRec.SentenceChange; // Fill lyrics queue and set upper line to the current sentence while (Lyrics.GetUpperLineIndex() < SentenceIndex) or (not Lyrics.IsQueueFull) do begin // Add the next line to the queue or a dummy if no more lines are available if (Lyrics.LineCounter <= High(Lines[0].Line)) then Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]) else Lyrics.AddLine(nil); end; end; function TLyricsSyncSource.GetClock(): real; begin Result := LyricsState.GetCurrentTime(); end; end.