MusicPlaying( RageSound *Music ) { m_Timing.AddBPMSegment( BPMSegment(0,120) ); m_NewTiming.AddBPMSegment( BPMSegment(0,120) ); m_HasTiming = false; m_TimingDelayed = false; m_Music = Music; }
void SMLoader::LoadTimingFromSMFile( const MsdFile &msd, TimingData &out ) { out.m_fBeat0OffsetInSeconds = 0; out.m_BPMSegments.clear(); out.m_StopSegments.clear(); for( unsigned i=0; i<msd.GetNumValues(); i++ ) { const MsdFile::value_t &sParams = msd.GetValue(i); const CString sValueName = sParams[0]; if( 0==stricmp(sValueName,"OFFSET") ) out.m_fBeat0OffsetInSeconds = strtof( sParams[1], NULL ); else if( 0==stricmp(sValueName,"STOPS") || 0==stricmp(sValueName,"FREEZES") ) { CStringArray arrayFreezeExpressions; split( sParams[1], ",", arrayFreezeExpressions ); for( unsigned f=0; f<arrayFreezeExpressions.size(); f++ ) { CStringArray arrayFreezeValues; split( arrayFreezeExpressions[f], "=", arrayFreezeValues ); /* XXX: Once we have a way to display warnings that the user actually * cares about (unlike most warnings), this should be one of them. */ if( arrayFreezeValues.size() != 2 ) { LOG->Warn( "Invalid #%s value \"%s\" (must have exactly one '='), ignored", sValueName.c_str(), arrayFreezeExpressions[f].c_str() ); continue; } const float fFreezeBeat = strtof( arrayFreezeValues[0], NULL ); const float fFreezeSeconds = strtof( arrayFreezeValues[1], NULL ); StopSegment new_seg; new_seg.m_fStartBeat = fFreezeBeat; new_seg.m_fStopSeconds = fFreezeSeconds; // LOG->Trace( "Adding a freeze segment: beat: %f, seconds = %f", new_seg.m_fStartBeat, new_seg.m_fStopSeconds ); out.AddStopSegment( new_seg ); } } else if( 0==stricmp(sValueName,"BPMS") ) { CStringArray arrayBPMChangeExpressions; split( sParams[1], ",", arrayBPMChangeExpressions ); for( unsigned b=0; b<arrayBPMChangeExpressions.size(); b++ ) { CStringArray arrayBPMChangeValues; split( arrayBPMChangeExpressions[b], "=", arrayBPMChangeValues ); /* XXX: Once we have a way to display warnings that the user actually * cares about (unlike most warnings), this should be one of them. */ if(arrayBPMChangeValues.size() != 2) { LOG->Warn( "Invalid #%s value \"%s\" (must have exactly one '='), ignored", sValueName.c_str(), arrayBPMChangeExpressions[b].c_str() ); continue; } const float fBeat = strtof( arrayBPMChangeValues[0], NULL ); const float fNewBPM = strtof( arrayBPMChangeValues[1], NULL ); BPMSegment new_seg; new_seg.m_fStartBeat = fBeat; new_seg.m_fBPM = fNewBPM; out.AddBPMSegment( new_seg ); } } } }
void run() { #define CHECK(call, exp) \ { \ float ret = call; \ if( call != exp ) { \ LOG->Warn( "Line %i: Got %f, expected %f", __LINE__, ret, exp); \ return; \ } \ } TimingData test; test.AddBPMSegment( BPMSegment(0, 60) ); /* First, trivial sanity checks. */ CHECK( test.GetBeatFromElapsedTime(60), 60.0f ); CHECK( test.GetElapsedTimeFromBeat(60), 60.0f ); /* The first BPM segment extends backwards in time. */ CHECK( test.GetBeatFromElapsedTime(-60), -60.0f ); CHECK( test.GetElapsedTimeFromBeat(-60), -60.0f ); CHECK( test.GetBeatFromElapsedTime(100000), 100000.0f ); CHECK( test.GetElapsedTimeFromBeat(100000), 100000.0f ); CHECK( test.GetBeatFromElapsedTime(-100000), -100000.0f ); CHECK( test.GetElapsedTimeFromBeat(-100000), -100000.0f ); CHECK( test.GetBPMAtBeat(0), 60.0f ); CHECK( test.GetBPMAtBeat(100000), 60.0f ); CHECK( test.GetBPMAtBeat(-100000), 60.0f ); /* 120BPM at beat 10: */ test.AddBPMSegment( BPMSegment(10, 120) ); CHECK( test.GetBPMAtBeat(9.99), 60.0f ); CHECK( test.GetBPMAtBeat(10), 120.0f ); CHECK( test.GetBeatFromElapsedTime(9), 9.0f ); CHECK( test.GetBeatFromElapsedTime(10), 10.0f ); CHECK( test.GetBeatFromElapsedTime(10.5), 11.0f ); CHECK( test.GetElapsedTimeFromBeat(9), 9.0f ); CHECK( test.GetElapsedTimeFromBeat(10), 10.0f ); CHECK( test.GetElapsedTimeFromBeat(11), 10.5f ); /* Add a 5-second stop at beat 10. */ test.AddStopSegment( StopSegment(10, 5) ); /* The stop shouldn't affect GetBPMAtBeat at all. */ CHECK( test.GetBPMAtBeat(9.99), 60.0f ); CHECK( test.GetBPMAtBeat(10), 120.0f ); CHECK( test.GetBeatFromElapsedTime(9), 9.0f ); CHECK( test.GetBeatFromElapsedTime(10), 10.0f ); CHECK( test.GetBeatFromElapsedTime(12), 10.0f ); CHECK( test.GetBeatFromElapsedTime(14), 10.0f ); CHECK( test.GetBeatFromElapsedTime(15), 10.0f ); CHECK( test.GetBeatFromElapsedTime(15.5), 11.0f ); CHECK( test.GetElapsedTimeFromBeat(9), 9.0f ); CHECK( test.GetElapsedTimeFromBeat(10), 10.0f ); CHECK( test.GetElapsedTimeFromBeat(11), 15.5f ); /* Add a 2-second stop at beat 5 and a 5-second stop at beat 15. */ test.m_StopSegments.clear(); test.AddStopSegment( StopSegment(5, 2) ); test.AddStopSegment( StopSegment(15, 5) ); CHECK( test.GetBPMAtBeat(9.99), 60.0f ); CHECK( test.GetBPMAtBeat(10), 120.0f ); CHECK( test.GetBeatFromElapsedTime(1), 1.0f ); CHECK( test.GetBeatFromElapsedTime(2), 2.0f ); CHECK( test.GetBeatFromElapsedTime(5), 5.0f ); // stopped CHECK( test.GetBeatFromElapsedTime(6), 5.0f ); // stopped CHECK( test.GetBeatFromElapsedTime(7), 5.0f ); // stop finished CHECK( test.GetBeatFromElapsedTime(8), 6.0f ); CHECK( test.GetBeatFromElapsedTime(12), 10.0f ); // bpm changes to 120 CHECK( test.GetBeatFromElapsedTime(13), 12.0f ); CHECK( test.GetBeatFromElapsedTime(14), 14.0f ); CHECK( test.GetBeatFromElapsedTime(14.5f), 15.0f ); // stopped CHECK( test.GetBeatFromElapsedTime(15), 15.0f ); // stopped CHECK( test.GetBeatFromElapsedTime(17), 15.0f ); // stopped CHECK( test.GetBeatFromElapsedTime(19.5f), 15.0f ); // stop finished CHECK( test.GetBeatFromElapsedTime(20), 16.0f ); CHECK( test.GetElapsedTimeFromBeat(1), 1.0f ); CHECK( test.GetElapsedTimeFromBeat(2), 2.0f ); CHECK( test.GetElapsedTimeFromBeat(5), 5.0f ); // stopped CHECK( test.GetElapsedTimeFromBeat(6), 8.0f ); CHECK( test.GetElapsedTimeFromBeat(10), 12.0f ); // bpm changes to 120 CHECK( test.GetElapsedTimeFromBeat(12), 13.0f ); CHECK( test.GetElapsedTimeFromBeat(14), 14.0f ); CHECK( test.GetElapsedTimeFromBeat(15.0f), 14.5f ); // stopped CHECK( test.GetElapsedTimeFromBeat(16), 20.0f ); RageTimer foobar; /* We can look up the time of any given beat, then look up the beat of that * time and get the original value. (We can't do this in reverse; the beat * doesn't move during stop segments.) */ int q = 0; for( float f = -10; f < 250; f += 0.002 ) { ++q; // const float t = test.GetElapsedTimeFromBeat( f ); const float b = test.GetBeatFromElapsedTime( f ); /* b == f */ // if( fabsf(b-f) > 0.001 ) // { // LOG->Warn( "%f != %f", b, f ); // return; // } } LOG->Trace("... %i in %f", q, foobar.GetDeltaTime()); TimingData test2; test2.AddBPMSegment( BPMSegment(0, 60) ); test2.AddStopSegment( StopSegment(0, 1) ); CHECK( test2.GetBeatFromElapsedTime(-1), -1.0f ); CHECK( test2.GetBeatFromElapsedTime(0), 0.0f ); CHECK( test2.GetBeatFromElapsedTime(1), 0.0f ); CHECK( test2.GetBeatFromElapsedTime(2), 1.0f ); CHECK( test2.GetElapsedTimeFromBeat(-1), -1.0f ); CHECK( test2.GetElapsedTimeFromBeat(0), 0.0f ); CHECK( test2.GetElapsedTimeFromBeat(1), 2.0f ); CHECK( test2.GetElapsedTimeFromBeat(2), 3.0f ); }