aboutsummaryrefslogtreecommitdiffstats
path: root/us_maker_edition/src/base/UNote.pas
blob: ff9c6b57ff65ec33a8e625622f797a89bf33b4d2 (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
{* 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.