lucid-super-dream/Assets/Scripts/AudioBeatManager.cs

63 lines
1.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using FMOD;
using FMODUnity;
using UnityEngine;
using UnityEngine.Serialization;
using Debug = UnityEngine.Debug;
public class AudioBeatManager : MonoBehaviour, IAudioBeatManager
{
[SerializeField] private float bpm;
private float _secPerBeat;
public float TimeBetweenBeats => _secPerBeat;
private int _currentBeat = 0;
private float _timer;
[SerializeField] [FormerlySerializedAs("OnBeat")]
private IntEvent _onBeat;
public IntEvent OnBeat => _onBeat;
public event Action<int> OnBeatEvent;
private ChannelGroup _channelGroup;
private ulong _dspClock;
private int _sampleRate;
private float _initialPower;
public float DspTime => _dspClock / (float)_sampleRate;
private void Awake()
{
_secPerBeat = 60f / bpm;
_timer = 0;
RuntimeManager.CoreSystem.getMasterChannelGroup(out _channelGroup);
RuntimeManager.CoreSystem.getSoftwareFormat(out _sampleRate, out _, out _);
DOTween.SetTweensCapacity(2000,100);
}
// Update is called once per frame
void Update()
{
_channelGroup.getDSPClock(out _dspClock, out _);
_timer += Time.deltaTime;
if (_timer >= TimeBetweenBeats)
{
_timer = 0;
++_currentBeat;
OnBeat?.Invoke(_currentBeat);
OnBeatEvent?.Invoke(_currentBeat);
}
}
}
public interface IAudioBeatManager
{
public IntEvent OnBeat { get; }
public event Action<int> OnBeatEvent;
}