aboutsummaryrefslogtreecommitdiffstats
path: root/Game/Code/Classes/UMain.pas
blob: 04c19a4717fc24fe877cb8334ac81f573ddb0dd7 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
unit UMain;

interface
uses SDL, UGraphic, UMusic, URecord, UTime, SysUtils, UDisplay, UIni, ULog, ULyrics, UScreenSing,
  gl, zlportio {you can disable it and all PortWriteB calls}, UThemes{, UScreenPopup};

type
  TPlayer = record
    Name:         string;
    VoiceFile:    string; //Recorded Voice

    Score:        real;
    ScoreLine:    real;
    ScoreGolden:  real;

    ScoreI:       integer;
    ScoreLineI:   integer;
    ScoreGoldenI: integer;
    ScoreTotalI:  integer;



    //SingBar Mod
    ScoreLast:    Real;//Last Line Score
    ScorePercent:    integer;//Aktual Fillstate of the SingBar
    ScorePercentTarget:  integer;//Target Fillstate of the SingBar
    //end Singbar Mod

    //PhrasenBonus - Line Bonus Mod
    LineBonus_PosX:     Single;
    LineBonus_PosY:     Single;
    LineBonus_Alpha:    Single;
    LineBonus_Visible:  boolean;
    LineBonus_Text:     string;
    LineBonus_Color:    TRGB;
    LineBonus_Age:      Integer;

    //Variable vor Positioning -> Set on ScreenShow, different when Playercount Changes
    LineBonus_TargetX:  integer;
    LineBonus_TargetY:  integer;
    LineBonus_StartX:  integer;
    LineBonus_StartY:  integer;
    //PhrasenBonus - Line Bonus Mod End

    //PerfectLineTwinkle Mod (effect)
    LastSentencePerfect: Boolean;
    //PerfectLineTwinkle Mod end


//    Meter:        real;

    HighNut:  integer;
    IlNut:    integer;
    Nuta:     array of record
      Start:      integer;
      Dlugosc:    integer;
      Detekt:     real;     // dokladne miejsce, w ktorym wykryto ta nute
      Ton:        real;
      Perfect:    boolean; // true if the note matches the original one, lit the star



      // Half size Notes Patch
      Hit:        boolean; // true if the note Hits the Line
      //end Half size Notes Patch



    end;
  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;


var
  OGL:      Boolean;
  Done:     Boolean;
  Event:    TSDL_event;
  FileName: string;
  Restart:  boolean;

  // gracz i jego nuty
  Player:         array of TPlayer;
  PlayersPlay:    integer;
  PlaylistMedley: TMedleyPlaylist;


procedure MainLoop;
procedure CheckEvents;
procedure Sing(Sender: TScreenSing);
procedure NewSentence(CP: integer; Sender: TScreenSing);
procedure NewBeat(CP: integer; Sender: TScreenSing); // executed when on then new beat
procedure NewBeatC(CP: integer; Sender: TScreenSing); // executed when on then new beat for click
procedure NewBeatD(CP: integer; Sender: TScreenSing); // executed when on then new beat for detection
//procedure NewHalf; // executed when in the half between beats
procedure NewNote(P: integer; Sender: TScreenSing); // detect note
function GetMidBeat(Time: real): real;
function GetTimeFromBeat(Beat: integer): real;
procedure ClearScores(PlayerNum: integer);

implementation
uses USongs, UJoystick, math, UCommandLine, UVideo;

procedure MainLoop;
var
  Delay:    integer;
begin
  SDL_EnableKeyRepeat(125, 125);
  While not Done do
  Begin
    // joypad
    if (Ini.Joypad = 1) OR (Params.Joypad) then
      Joy.Update;

    // keyboard events
    CheckEvents;

    // display
    done := not Display.Draw;
    SwapBuffers;

    // delay
    CountMidTime;

    Delay := Floor(1000 / 200 - 1000 * TimeMid);
    if Delay >= 1 then
      SDL_Delay(Delay);
    CountSkipTime;

    // reinitialization of graphics
    if Restart then begin
      Reinitialize3D;
      Restart := false;
    end;

  End;
  FreeOpenGL;
End;

Procedure CheckEvents;
Begin
  if not Assigned(Display.NextScreen) then
  While SDL_PollEvent( @event ) = 1 Do
  Begin
    Case Event.type_ Of
      SDL_ACTIVEEVENT: //workaround for alt-tab bug
        begin
          if (Event.active.gain=1) then
          begin
            SDL_SetModState(KMOD_NONE);
            if (Ini.FullScreen = 1) or (Params.FullScreen) then
              SDL_ShowCursor(0);
            //EnableVideoDraw := true;
          end;

          if (Event.active.gain=0) then
          begin
            if (Ini.FullScreen = 1) or (Params.FullScreen) then
              SDL_ShowCursor(1);
            //EnableVideoDraw := false;
          end;
        end;

      SDL_QUITEV:
        begin
        Display.Fade := 0;
        Display.NextScreenWithCheck := nil;
        Display.CheckOK := True;
        end;
{      SDL_MOUSEBUTTONDOWN:
        With Event.button Do
        Begin
          If State = SDL_BUTTON_LEFT Then
          Begin
            //
          End;
        End; // With}
      SDL_KEYDOWN:
        begin
          //ScreenShot hack. If Print is pressed-> Make screenshot and Save to Screenshots Path
          if (Event.key.keysym.sym = SDLK_SYSREQ) or (Event.key.keysym.sym = SDLK_PRINT) then
          begin
//            ScreenPopupError.ShowPopup('How dare you press the <Print> key'); //show error message
            if (SDL_GetModState and KMOD_LCTRL = KMOD_LCTRL) then
              Display.PrintScreen //jpeg
            else
              Display.ScreenShot; //bmp
          end
          // popup hack... if there is a visible popup then let it handle input instead of underlying screen
          // shoud be done in a way to be sure the topmost popup has preference (maybe error, then check)
          else if (ScreenPopupError <> NIL) and (ScreenPopupError.Visible) then
            done := not ScreenPopupError.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True)
          else if (ScreenPopupCheck <> NIL) AND (ScreenPopupCheck.Visible) then
            done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True)
          else if (ScreenPopupHelp <> NIL) AND (ScreenPopupHelp.Visible) then
            done := not ScreenPopupHelp.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True)
          // end of popup hack

          else
          begin
            // check for Screen want to Exit
            done := Not Display.ActualScreen^.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True);

            //If Screen wants to Exit
            if done then
            begin
              //If Question Option is enabled then Show Exit Popup
              if (Ini.AskbeforeDel = 1) then
              begin
                Display.ActualScreen^.CheckFadeTo(NIL,'MSG_QUIT_USDX');
              end
              else //When asking for exit is disabled then simply exit
              begin
                Display.Fade := 0;
                Display.NextScreenWithCheck := nil;
                Display.CheckOK := True;
              end;
            end;

          end;            //        if (Not Display.ActualScreen^.ParseInput(Event.key.keysym.scancode, True)) then
        end;
//      SDL_JOYAXISMOTION:
//        begin
//          beep
//        end;
      SDL_JOYBUTTONDOWN:
        begin
          beep
        end;
    End; // Case Event.type_
  End; // While
End; // CheckEvents

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(AktSong.BPM) = BPMNum then begin
    // last BPM
    CurBeat := AktSong.BPM[BPMNum].StartBeat + GetBeats(AktSong.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(AktSong.BPM[BPMNum].BPM, AktSong.BPM[BPMNum+1].StartBeat - AktSong.BPM[BPMNum].StartBeat);

    // compare it to remaining time
    if (Time - NewTime) > 0 then begin
      // there is still remaining time
      CurBeat := AktSong.BPM[BPMNum].StartBeat;
      Time := Time - NewTime;
    end else begin
      // there is no remaining time
      CurBeat := AktSong.BPM[BPMNum].StartBeat + GetBeats(AktSong.BPM[BPMNum].BPM, Time);
      Time := 0;
    end; // if
  end; // if
end;

function GetMidBeat(Time: real): real;
var
  CurBeat:  real;
  CurBPM:   integer;
//  TopBeat:  real;
//  TempBeat: real;
//  TempTime: real;
begin
  Result := 0;
  if Length(AktSong.BPM) = 1 then Result := Time * AktSong.BPM[0].BPM / 60;

  (* 2 BPMs *)
{  if Length(AktSong.BPM) > 1 then begin
    (* new system *)
    CurBeat := 0;
    TopBeat := GetBeats(AktSong.BPM[0].BPM, Time);
    if TopBeat > AktSong.BPM[1].StartBeat then begin
      // analyze second BPM
      Time := Time - GetTimeForBeats(AktSong.BPM[0].BPM, AktSong.BPM[1].StartBeat - CurBeat);
      CurBeat := AktSong.BPM[1].StartBeat;
      TopBeat := GetBeats(AktSong.BPM[1].BPM, Time);
      Result := CurBeat + TopBeat;

    end else begin
      (* pierwszy przedzial *)
      Result := TopBeat;
    end;
  end; // if}

  (* more BPMs *)
  if Length(AktSong.BPM) > 1 then begin

    CurBeat := 0;
    CurBPM := 0;
    while (Time > 0) do begin
      GetMidBeatSub(CurBPM, Time, CurBeat);
      Inc(CurBPM);
    end;

    Result := CurBeat;
  end; // if
end;

function GetTimeFromBeat(Beat: integer): real;
var
  CurBPM:   integer;
begin
  Result := 0;
  if Length(AktSong.BPM) = 1 then Result := AktSong.GAP / 1000 + Beat * 60 / AktSong.BPM[0].BPM;

  (* more BPMs *)
  if Length(AktSong.BPM) > 1 then begin
    Result := AktSong.GAP / 1000;
    CurBPM := 0;
    while (CurBPM <= High(AktSong.BPM)) and (Beat > AktSong.BPM[CurBPM].StartBeat) do begin
      if (CurBPM < High(AktSong.BPM)) and (Beat >= AktSong.BPM[CurBPM+1].StartBeat) then begin
        // full range
        Result := Result + (60 / AktSong.BPM[CurBPM].BPM) * (AktSong.BPM[CurBPM+1].StartBeat - AktSong.BPM[CurBPM].StartBeat);
      end;

      if (CurBPM = High(AktSong.BPM)) or (Beat < AktSong.BPM[CurBPM+1].StartBeat) then begin
        // in the middle
        Result := Result + (60 / AktSong.BPM[CurBPM].BPM) * (Beat - AktSong.BPM[CurBPM].StartBeat);
      end;
      Inc(CurBPM);
    end;

{    while (Time > 0) do begin
      GetMidBeatSub(CurBPM, Time, CurBeat);
      Inc(CurBPM);
    end;}
  end; // if}
end;

procedure Sing(Sender: TScreenSing);
var
  Pet:    integer;
  PetGr:  integer;
  CP:     integer;
  Done:   real;
  N:      integer;
begin
  Czas.Teraz := Czas.Teraz + TimeSkip;

  Czas.OldBeat := Czas.AktBeat;
  Czas.MidBeat := GetMidBeat(Czas.Teraz - (AktSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function
  Czas.AktBeat := Floor(Czas.MidBeat);

//  Czas.OldHalf := Czas.AktHalf;
//  Czas.MidHalf := Czas.MidBeat + 0.5;
//  Czas.AktHalf := Floor(Czas.MidHalf);

  Czas.OldBeatC := Czas.AktBeatC;
  Czas.MidBeatC := GetMidBeat(Czas.Teraz - (AktSong.Gap) / 1000);
  Czas.AktBeatC := Floor(Czas.MidBeatC);

  Czas.OldBeatD := Czas.AktBeatD;
  Czas.MidBeatD := -0.5+GetMidBeat(Czas.Teraz - (AktSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP
  Czas.AktBeatD := Floor(Czas.MidBeatD);
  Czas.FracBeatD := Frac(Czas.MidBeatD);

  // sentences routines
  PetGr := 0;
  if AktSong.isDuet then
    PetGr := 1;
    
  for CP := 0 to PetGr do
  begin
    // ustawianie starej czesci
    Czas.OldCzesc[CP] := Czesci[CP].Akt;

    // wybieranie aktualnej czesci
    for Pet := 0 to Czesci[CP].High do
    begin
      if Czas.AktBeat >= Czesci[CP].Czesc[Pet].Start then
        Czesci[CP].Akt := Pet;
    end;

    // czysczenie nut gracza, gdy to jest nowa plansza
    // (optymizacja raz na halfbeat jest zla)
    if Czesci[CP].Akt <> Czas.OldCzesc[CP] then
      NewSentence(CP, Sender);

    // wykonuje operacje raz na beat
    if (Czas.AktBeat >= 0) and (Czas.OldBeat <> Czas.AktBeat) then
      NewBeat(CP, Sender);

    // make some operations on clicks
    if {(Czas.AktBeatC >= 0) and }(Czas.OldBeatC <> Czas.AktBeatC) then
      NewBeatC(CP, Sender);

    // make some operations when detecting new voice pitch
    if (Czas.AktBeatD >= 0) and (Czas.OldBeatD <> Czas.AktBeatD) then
      NewBeatD(CP, Sender);

    // plynnie przesuwa text
    Done := 1;
    if (Length(Czesci[CP].Czesc[Czesci[CP].Akt].Nuta)>0) then
    begin
      for N := 0 to Czesci[CP].Czesc[Czesci[CP].Akt].HighNut do
        if (Czesci[CP].Czesc[Czesci[CP].Akt].Nuta[N].Start <= Czas.MidBeat)
        and (Czesci[CP].Czesc[Czesci[CP].Akt].Nuta[N].Start + Czesci[CP].Czesc[Czesci[CP].Akt].Nuta[N].Dlugosc >= Czas.MidBeat) then
          Done := (Czas.MidBeat - Czesci[CP].Czesc[Czesci[CP].Akt].Nuta[N].Start) / (Czesci[CP].Czesc[Czesci[CP].Akt].Nuta[N].Dlugosc);

      N := Czesci[CP].Czesc[Czesci[CP].Akt].HighNut;

      // wylacza ostatnia nute po przejsciu
      if (Ini.LyricsEffect = 1) and (Done = 1) and
        (Czas.MidBeat > Czesci[CP].Czesc[Czesci[CP].Akt].Nuta[N].Start + Czesci[CP].Czesc[Czesci[CP].Akt].Nuta[N].Dlugosc)
        then
      begin
        Sender.LyricMain[CP].Selected := -1
      end;

      if Done > 1 then
        Done := 1;

      Sender.LyricMain[CP].Done := Done;
    end;
  end;
end;

procedure NewSentence(CP: integer; Sender: TScreenSing);
var
G: Integer;
begin
  // czyszczenie nut graczy
  if AktSong.isDuet then
  begin
    for G := 0 to High(Player) do
    begin
      if (G mod 2 = CP) then
      begin
        Player[G].IlNut := 0;
        Player[G].HighNut := -1;
        SetLength(Player[G].Nuta, 0);
      end;
    end;
  end else
  begin
    for G := 0 to High(Player) do
    begin
      Player[G].IlNut := 0;
      Player[G].HighNut := -1;
      SetLength(Player[G].Nuta, 0);
    end;
  end;

  // wstawianie tekstow
  with Sender do
  begin
    LyricMain[CP].AddCzesc(CP, Czesci[CP].Akt);
    if Czesci[CP].Akt < Czesci[CP].High then
      LyricSub[CP].AddCzesc(CP, Czesci[CP].Akt+1)
    else
      LyricSub[CP].Clear;
  end;
  
  //On Sentence Change...
  if(CP=0) then
    Sender.onSentenceChange(Czesci[CP].Akt);
end;

procedure NewBeat(CP: integer; Sender: TScreenSing);
var
  Pet:      integer;
//  TempBeat: integer;
begin
  if (Length(Czesci[CP].Czesc[Czesci[CP].Akt].Nuta)=0) then
    Exit;

  for Pet := 0 to Czesci[CP].Czesc[Czesci[CP].Akt].HighNut do
  begin
    if (Czesci[CP].Czesc[Czesci[CP].Akt].Nuta[Pet].Start = Czas.AktBeat) then
    begin
      // operates on currently beated note
      Sender.LyricMain[CP].Selected := Pet
    end;
  end;
end;

procedure NewBeatC(CP: integer; Sender: TScreenSing);
var
  Pet:    integer;
//  LPT_1:  integer;
//  LPT_2:  integer;
begin
//  LPT_1 := 1;
//  LPT_2 := 1;

  // beat click
  if (Ini.BeatClick = 1) and ((Czas.AktBeatC + Czesci[CP].Resolution + Czesci[CP].NotesGAP) mod Czesci[CP].Resolution = 0) then
    Music.PlayClick;

  // debug system on LPT
  {if ((Czas.AktBeatC + Czesci[CP].Resolution + Czesci[CP].NotesGAP) mod Czesci[CP].Resolution = 0) then
  begin
    //LPT_1 := 0;
//    Light.LightOne(0, 150);


{    if ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod (Czesci[0].Resolution * 2) = 0) then
      Light.LightOne(0, 150)
    else
      Light.LightOne(1, 150)}
  //end;

  if (Length(Czesci[CP].Czesc[Czesci[CP].Akt].Nuta)=0) then
    Exit;
    
  for Pet := 0 to Czesci[CP].Czesc[Czesci[CP].Akt].HighNut do
    if (Czesci[CP].Czesc[Czesci[CP].Akt].Nuta[Pet].Start = Czas.AktBeatC) then
    begin
      // click assist
      if Ini.ClickAssist = 1 then
        Music.PlayClick;


      // drum machine
(*      TempBeat := Czas.AktBeat;// + 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;

  //PortWriteB($378, LPT_1 + LPT_2 * 2); // 0 zapala
end;

procedure NewBeatD(CP: integer; Sender: TScreenSing);
begin
  NewNote(CP, Sender);
end;

//procedure NewHalf;
//begin
//  NewNote;
//end;

procedure NewNote(P: integer; Sender: TScreenSing);
var
  CP:     integer; // current player
  S:      integer; // sentence
  SMin:   integer;
  SMax:   integer;
  SDet:   integer; // temporary: sentence of detected note
  Pet:    integer;
  Mozna:  boolean;
  Nowa:   boolean;
  Range:  integer;
  NoteHit:boolean;
begin

  for CP := 0 to PlayersPlay-1 do
  begin
    if (not AktSong.isDuet) then
    begin
      // analyze buffer
      Sound[CP].AnalizujBufor;

      // 0.5.0: count min and max sentence range for checking (detection is delayed to the notes we see on the screen)
      SMin := Czesci[P].Akt-1;
      if SMin < 0 then
        SMin := 0;
      SMax := Czesci[P].Akt;

      // check if we can add new note
      Mozna := false;
      for S := SMin to SMax do
      begin
        for Pet := 0 to Czesci[P].Czesc[S].HighNut do
        begin
          if ((Czesci[P].Czesc[S].Nuta[Pet].Start <= Czas.AktBeatD)
            and (Czesci[P].Czesc[S].Nuta[Pet].Start + Czesci[P].Czesc[S].Nuta[Pet].Dlugosc - 1 >= Czas.AktBeatD))
            and (not Czesci[P].Czesc[S].Nuta[Pet].FreeStyle) // but don't allow when it's FreeStyle note
            and (Czesci[P].Czesc[S].Nuta[Pet].Dlugosc > 0) // and make sure the note lenghts is at least 1
            then
          begin
            SDet := S;
            Mozna := true;
            Break;
          end;
        end;
      end;

      S := SDet;

      if (Sound[CP].SzczytJest) and (Mozna) then
      begin
        // operowanie na ostatniej nucie
        for Pet := 0 to Czesci[P].Czesc[S].HighNut do
        begin
          if (Czesci[P].Czesc[S].Nuta[Pet].Start <= Czas.OldBeatD+1)
            and (Czesci[P].Czesc[S].Nuta[Pet].Start +
            Czesci[P].Czesc[S].Nuta[Pet].Dlugosc > Czas.OldBeatD+1) then
          begin
            // przesuwanie tonu w odpowiednia game
            while (Sound[CP].Ton - Czesci[P].Czesc[S].Nuta[Pet].Ton > 6) do
              Sound[CP].Ton := Sound[CP].Ton - 12;
            while (Sound[CP].Ton - Czesci[P].Czesc[S].Nuta[Pet].Ton < -6) do
              Sound[CP].Ton := Sound[CP].Ton + 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;
            if abs(Czesci[P].Czesc[S].Nuta[Pet].Ton - Sound[CP].Ton) <= Range then
            begin
              Sound[CP].Ton := Czesci[P].Czesc[S].Nuta[Pet].Ton;

              // Half size Notes Patch
              NoteHit := true;

              if (Ini.LineBonus = 0) then
              begin
                // add points without LineBonus
                case Czesci[P].Czesc[S].Nuta[Pet].Wartosc of
                  1:  Player[CP].Score := Player[CP].Score + 10000 / Czesci[P].Wartosc *
                        Czesci[P].Czesc[S].Nuta[Pet].Wartosc;
                  2:  Player[CP].ScoreGolden := Player[CP].ScoreGolden + 10000 / Czesci[P].Wartosc *
                        Czesci[P].Czesc[S].Nuta[Pet].Wartosc;
                end;
              end else
              begin
                // add points with Line Bonus
                case Czesci[P].Czesc[S].Nuta[Pet].Wartosc of
                  1:  Player[CP].Score := Player[CP].Score + 9000 / Czesci[P].Wartosc *
                        Czesci[P].Czesc[S].Nuta[Pet].Wartosc;
                  2:  Player[CP].ScoreGolden := Player[CP].ScoreGolden + 9000 / Czesci[P].Wartosc *
                        Czesci[P].Czesc[S].Nuta[Pet].Wartosc;
                end;
              end;

              Player[CP].ScoreI := Floor(Player[CP].Score / 10) * 10;
              Player[CP].ScoreGoldenI := Floor(Player[CP].ScoreGolden / 10) * 10;

              Player[CP].ScoreTotalI := Player[CP].ScoreI + Player[CP].ScoreGoldenI + Player[CP].ScoreLineI;
            end;
          end; // operowanie
        end;

        // sprawdzanie czy to nowa nuta, czy przedluzenie
        if S = SMax then
        begin
          Nowa := true;
          // jezeli ostatnia ma ten sam ton
          if (Player[CP].IlNut > 0 ) and (Player[CP].Nuta[Player[CP].HighNut].Ton = Sound[CP].Ton)
            and (Player[CP].Nuta[Player[CP].HighNut].Start + Player[CP].Nuta[Player[CP].HighNut].Dlugosc = Czas.AktBeatD)
            then
            Nowa := false;

          // jezeli jest jakas nowa nuta na sprawdzanym beacie
          for Pet := 0 to Czesci[P].Czesc[S].HighNut do
            if (Czesci[P].Czesc[S].Nuta[Pet].Start = Czas.AktBeatD) then
              Nowa := true;

          // dodawanie nowej nuty
          if Nowa then
          begin
            // nowa nuta
            Player[CP].IlNut := Player[CP].IlNut + 1;
            Player[CP].HighNut := Player[CP].HighNut + 1;
            SetLength(Player[CP].Nuta, Player[CP].IlNut);
            Player[CP].Nuta[Player[CP].HighNut].Start := Czas.AktBeatD;
            Player[CP].Nuta[Player[CP].HighNut].Dlugosc := 1;
            Player[CP].Nuta[Player[CP].HighNut].Ton := Sound[CP].Ton; // Ton || TonDokl
            Player[CP].Nuta[Player[CP].HighNut].Detekt := Czas.MidBeat;

            // Half Note Patch
            Player[CP].Nuta[Player[CP].HighNut].Hit := NoteHit;
          end else
          begin
            // przedluzenie nuty
            Player[CP].Nuta[Player[CP].HighNut].Dlugosc := Player[CP].Nuta[Player[CP].HighNut].Dlugosc + 1;
          end;


          // check for perfect note and then lit the star (on Draw)
          for Pet := 0 to Czesci[P].Czesc[S].HighNut do
          begin
            if (Czesci[P].Czesc[S].Nuta[Pet].Start = Player[CP].Nuta[Player[CP].HighNut].Start)
              and (Czesci[P].Czesc[S].Nuta[Pet].Dlugosc = Player[CP].Nuta[Player[CP].HighNut].Dlugosc)
              and (Czesci[P].Czesc[S].Nuta[Pet].Ton = Player[CP].Nuta[Player[CP].HighNut].Ton) then
            begin
              Player[CP].Nuta[Player[CP].HighNut].Perfect := true;
            end;

          end;// else beep; // if S = SMax
        end; //for
      end; // if moze
    end else
    begin     //############################ DUET #####################
      if (CP mod 2 = P) then
      begin
      // analyze buffer
      Sound[CP].AnalizujBufor;

      // 0.5.0: count min and max sentence range for checking (detection is delayed to the notes we see on the screen)
      SMin := Czesci[P].Akt-1;
      if SMin < 0 then
        SMin := 0;
      SMax := Czesci[P].Akt;

      // check if we can add new note
      Mozna := false;
      for S := SMin to SMax do
      begin
        for Pet := 0 to Czesci[P].Czesc[S].HighNut do
        begin
          if ((Czesci[P].Czesc[S].Nuta[Pet].Start <= Czas.AktBeatD)
            and (Czesci[P].Czesc[S].Nuta[Pet].Start + Czesci[P].Czesc[S].Nuta[Pet].Dlugosc - 1 >= Czas.AktBeatD))
            and (not Czesci[P].Czesc[S].Nuta[Pet].FreeStyle) // but don't allow when it's FreeStyle note
            and (Czesci[P].Czesc[S].Nuta[Pet].Dlugosc > 0) // and make sure the note lenghts is at least 1
            then
          begin
            SDet := S;
            Mozna := true;
            Break;
          end;
        end;
      end;

      S := SDet;

      if (Sound[CP].SzczytJest) and (Mozna) then
      begin
        // operowanie na ostatniej nucie
        for Pet := 0 to Czesci[P].Czesc[S].HighNut do
        begin
          if (Czesci[P].Czesc[S].Nuta[Pet].Start <= Czas.OldBeatD+1)
            and (Czesci[P].Czesc[S].Nuta[Pet].Start +
            Czesci[P].Czesc[S].Nuta[Pet].Dlugosc > Czas.OldBeatD+1) then
          begin
            // przesuwanie tonu w odpowiednia game
            while (Sound[CP].Ton - Czesci[P].Czesc[S].Nuta[Pet].Ton > 6) do
              Sound[CP].Ton := Sound[CP].Ton - 12;
            while (Sound[CP].Ton - Czesci[P].Czesc[S].Nuta[Pet].Ton < -6) do
              Sound[CP].Ton := Sound[CP].Ton + 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;
            if abs(Czesci[P].Czesc[S].Nuta[Pet].Ton - Sound[CP].Ton) <= Range then
            begin
              Sound[CP].Ton := Czesci[P].Czesc[S].Nuta[Pet].Ton;

              // Half size Notes Patch
              NoteHit := true;

              if (Ini.LineBonus = 0) then
              begin
                // add points without LineBonus
                case Czesci[P].Czesc[S].Nuta[Pet].Wartosc of
                  1:  Player[CP].Score := Player[CP].Score + 10000 / Czesci[P].Wartosc *
                        Czesci[P].Czesc[S].Nuta[Pet].Wartosc;
                  2:  Player[CP].ScoreGolden := Player[CP].ScoreGolden + 10000 / Czesci[P].Wartosc *
                        Czesci[P].Czesc[S].Nuta[Pet].Wartosc;
                end;
              end else
              begin
                // add points with Line Bonus
                case Czesci[P].Czesc[S].Nuta[Pet].Wartosc of
                  1:  Player[CP].Score := Player[CP].Score + 9000 / Czesci[P].Wartosc *
                        Czesci[P].Czesc[S].Nuta[Pet].Wartosc;
                  2:  Player[CP].ScoreGolden := Player[CP].ScoreGolden + 9000 / Czesci[P].Wartosc *
                        Czesci[P].Czesc[S].Nuta[Pet].Wartosc;
                end;
              end;

              Player[CP].ScoreI := Floor(Player[CP].Score / 10) * 10;
              Player[CP].ScoreGoldenI := Floor(Player[CP].ScoreGolden / 10) * 10;

              Player[CP].ScoreTotalI := Player[CP].ScoreI + Player[CP].ScoreGoldenI + Player[CP].ScoreLineI;
            end;
          end; // operowanie
        end;

        // sprawdzanie czy to nowa nuta, czy przedluzenie
        if S = SMax then
        begin
          Nowa := true;
          // jezeli ostatnia ma ten sam ton
          if (Player[CP].IlNut > 0 ) and (Player[CP].Nuta[Player[CP].HighNut].Ton = Sound[CP].Ton)
            and (Player[CP].Nuta[Player[CP].HighNut].Start + Player[CP].Nuta[Player[CP].HighNut].Dlugosc = Czas.AktBeatD)
            then
            Nowa := false;

          // jezeli jest jakas nowa nuta na sprawdzanym beacie
          for Pet := 0 to Czesci[P].Czesc[S].HighNut do
            if (Czesci[P].Czesc[S].Nuta[Pet].Start = Czas.AktBeatD) then
              Nowa := true;

          // dodawanie nowej nuty
          if Nowa then
          begin
            // nowa nuta
            Player[CP].IlNut := Player[CP].IlNut + 1;
            Player[CP].HighNut := Player[CP].HighNut + 1;
            SetLength(Player[CP].Nuta, Player[CP].IlNut);
            Player[CP].Nuta[Player[CP].HighNut].Start := Czas.AktBeatD;
            Player[CP].Nuta[Player[CP].HighNut].Dlugosc := 1;
            Player[CP].Nuta[Player[CP].HighNut].Ton := Sound[CP].Ton; // Ton || TonDokl
            Player[CP].Nuta[Player[CP].HighNut].Detekt := Czas.MidBeat;

            // Half Note Patch
            Player[CP].Nuta[Player[CP].HighNut].Hit := NoteHit;
          end else
          begin
            // przedluzenie nuty
            Player[CP].Nuta[Player[CP].HighNut].Dlugosc := Player[CP].Nuta[Player[CP].HighNut].Dlugosc + 1;
          end;


          // check for perfect note and then lit the star (on Draw)
          for Pet := 0 to Czesci[P].Czesc[S].HighNut do
          begin
            if (Czesci[P].Czesc[S].Nuta[Pet].Start = Player[CP].Nuta[Player[CP].HighNut].Start)
              and (Czesci[P].Czesc[S].Nuta[Pet].Dlugosc = Player[CP].Nuta[Player[CP].HighNut].Dlugosc)
              and (Czesci[P].Czesc[S].Nuta[Pet].Ton = Player[CP].Nuta[Player[CP].HighNut].Ton) then
            begin
              Player[CP].Nuta[Player[CP].HighNut].Perfect := true;
            end;

          end;// else beep; // if S = SMax
        end; //for
      end; // if moze
      end; //if mod 2
    end;
  end; // for CP

  //On Sentence End -> For LineBonus + SingBar
  if (sDet >= low(Czesci[P].Czesc)) AND (sDet <= high(Czesci[P].Czesc)) then
  begin
    if (Length(Czesci[P].Czesc[SDet].Nuta)>0) then
    begin
      if ((Czesci[P].Czesc[SDet].Nuta[Czesci[P].Czesc[SDet].HighNut].Start +
        Czesci[P].Czesc[SDet].Nuta[Czesci[P].Czesc[SDet].HighNut].Dlugosc - 1) = Czas.AktBeatD) then
        Sender.onSentenceEnd(P, sDet);
    end;
  end;
end;

procedure ClearScores(PlayerNum: integer);
begin
  Player[PlayerNum].Score := 0;
  Player[PlayerNum].ScoreI := 0;
  Player[PlayerNum].ScoreLine := 0;
  Player[PlayerNum].ScoreLineI := 0;
  Player[PlayerNum].ScoreGolden := 0;
  Player[PlayerNum].ScoreGoldenI := 0;
  Player[PlayerNum].ScoreTotalI := 0;


  //SingBar Mod
  Player[PlayerNum].ScoreLast := 0;
  Player[PlayerNum].ScorePercent := 50;// Sets to 50% when song starts
  Player[PlayerNum].ScorePercentTarget := 50;// Sets to 50% when song starts
  //end SingBar Mod

  //PhrasenBonus - Line Bonus Mod
  Player[PlayerNum].LineBonus_Visible := False; //Hide Line Bonus
  Player[PlayerNum].LineBonus_Alpha   := 0;
  //Player[PlayerNum].LineBonus_TargetX := 70 + PlayerNum*500;  //will be done by onShow
  //Player[PlayerNum].LineBonus_TargetY := 30;                  //will be done by onShow
  //PhrasenBonus - Line Bonus Mod End

end;

end.