using System; using System.Collections; using System.Collections.Generic; using DG.Tweening; using FMOD; using FMODUnity; using Ktyl.Util; using UnityEngine; using UnityEngine.Serialization; using Debug = UnityEngine.Debug; public class AudioBeatManager : MonoBehaviour, IAudioBeatManager { [SerializeField] private SerialFloat _distanceToNextBeat; // [SerializeField] private SerialFloat _distanceToOffbeat; // [SerializeField] private SerialFloat _distanceToMeasure; [SerializeField] private SerialFloat _distanceSinceLastBeat; // [SerializeField] private SerialFloat _distanceSinceOffbeat; // [SerializeField] private SerialFloat _distanceSinceMeasure; [SerializeField] private float bpm; public float TimeBetweenBeats => _secPerBeat; private float _bps; private int _currentBeat = 0; private float _timer; private float _secPerBeat; [SerializeField] [FormerlySerializedAs("OnBeat")] private IntEvent _onBeat; public IntEvent OnBeat => _onBeat; public event Action OnBeatEvent; private ChannelGroup _channelGroup; private ulong _dspClock; private int _sampleRate; private float _initialPower; public float DspTime => _dspClock / (float)_sampleRate; private void Awake() { _bps = bpm / 60f; _secPerBeat = 60f / bpm; RuntimeManager.CoreSystem.getMasterChannelGroup(out _channelGroup); RuntimeManager.CoreSystem.getSoftwareFormat(out _sampleRate, out _, out _); DOTween.SetTweensCapacity(2000,100); } private void Start() { _timer = 0; } void Update() { _channelGroup.getDSPClock(out _dspClock, out _); // _timer += Time.deltaTime; // new beats var beatsElapsed = (int)(DspTime / TimeBetweenBeats); var lastBeatTime = beatsElapsed * TimeBetweenBeats; var timeSinceLastBeat = DspTime - lastBeatTime; _distanceSinceLastBeat.Value = timeSinceLastBeat / TimeBetweenBeats; var timeToNextBeat = (lastBeatTime+TimeBetweenBeats) - DspTime; _distanceToNextBeat.Value = timeToNextBeat / TimeBetweenBeats; if (beatsElapsed > _currentBeat) { // a beat gone done did do happen // account for this frame being a little bit past the beat! _timer = timeSinceLastBeat; ++_currentBeat; OnBeat?.Invoke(_currentBeat); OnBeatEvent?.Invoke(_currentBeat); } } private void UpdateTimings() { } } public interface IAudioBeatManager { public IntEvent OnBeat { get; } public event Action OnBeatEvent; }