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Music.cs
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Music.cs
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//Copyright (c) 2022 geekdrums
//Released under the MIT license
//http://opensource.org/licenses/mit-license.php
//Feel free to use this for your lovely musical games :)
using UnityEngine;
using UnityEngine.UI;
using System;
using System.Collections;
using System.Collections.Generic;
/// <summary>
/// Static access to currently playing music.
/// Music.Play will set and change current instance.
/// </summary>
public static class Music
{
#region [public] current music
public static MusicBase Current { get { return current_; } }
public static string CurrentMusicName { get { return current_ != null ? current_.name : ""; } }
public static bool IsPlaying { get { return current_ != null ? current_.IsPlaying : false; } }
public static bool IsPlayingOrSuspended { get { return current_ != null ? current_.IsPlayingOrSuspended : false; } }
public static PlayState State { get { return current_ != null ? current_.State : PlayState.Invalid; } }
#endregion
#region [public] just / near timing
/// <summary>
/// 経過した最後のタイミングを指し示します
/// Last timing.
/// </summary>
public static Timing Just { get { return current_ != null ? current_.Just : null; } }
/// <summary>
/// is Just changed in this frame or not.
/// </summary>
public static bool IsJustChanged { get { return current_ != null ? current_.IsJustChanged : false; } }
/// <summary>
/// current musical time in units
/// </summary>
public static int JustTotalUnits { get { return current_ != null ? current_.JustTotalUnits : 0; } }
public static bool IsJustChangedWhen(Predicate<Timing> pred)
{
return current_ != null ? current_.IsJustChangedWhen(pred) : false;
}
public static bool IsJustChangedBar()
{
return current_ != null ? current_.IsJustChangedBar() : false;
}
public static bool IsJustChangedBeat()
{
return current_ != null ? current_.IsJustChangedBeat() : false;
}
public static bool IsJustChangedAt(int bar = 0, int beat = 0, int unit = 0)
{
return current_ != null ? current_.IsJustChangedAt(bar, beat, unit) : false;
}
public static bool IsJustChangedAt(Timing t)
{
return current_ != null ? current_.IsJustChangedAt(t.Bar, t.Beat, t.Unit) : false;
}
public static bool IsJustLooped()
{
return current_ != null ? current_.IsJustLooped() : false;
}
/// <summary>
/// 最も近いタイミングを指し示します。
/// Nearest timing.
/// </summary>
public static Timing Near { get { return current_ != null ? current_.Near : null; } }
/// <summary>
/// is Near changed in this frame or not.
/// </summary>
public static bool IsNearChanged { get { return current_ != null ? current_.IsNearChanged : false; } }
/// <summary>
/// current musical time in units
/// </summary>
public static int NearTotalUnits { get { return current_ != null ? current_.NearTotalUnits : 0; } }
public static bool IsNearChangedWhen(Predicate<Timing> pred)
{
return current_ != null ? current_.IsNearChangedWhen(pred) : false;
}
public static bool IsNearChangedBar()
{
return current_ != null ? current_.IsNearChangedBar() : false;
}
public static bool IsNearChangedBeat()
{
return current_ != null ? current_.IsNearChangedBeat() : false;
}
public static bool IsNearChangedAt(int bar, int beat = 0, int unit = 0)
{
return current_ != null ? current_.IsNearChangedAt(bar, beat, unit) : false;
}
public static bool IsNearChangedAt(Timing t)
{
return current_ != null ? current_.IsNearChangedAt(t.Bar, t.Beat, t.Unit) : false;
}
/// <summary>
/// is currently former half in a MusicTimeUnit, or last half.
/// </summary>
public static bool IsFormerHalf { get { return current_ != null ? current_.IsFormerHalf : false; } }
/// <summary>
/// returns sec from last Just timing.
/// </summary>
public static double SecFromJust { get { return current_ != null ? current_.SecFromJust : 0; } }
/// <summary>
/// returns normalized time (0 to 1) from last Just timing.
/// </summary>
public static double UnitFromJust { get { return current_ != null ? current_.UnitFromJust : 0; } }
#endregion
#region [public] play / stop / suspend / resume
/// <summary>
/// Change current music and play.
/// </summary>
/// <param name="musicName">name of the GameObject that include Music</param>
public static void Play(string musicName)
{
MusicBase music = musicList_.Find((MusicBase m) => m != null && m.name == musicName);
if( music != null )
{
music.Play();
}
else
{
Debug.Log("Can't find music: " + musicName);
}
}
public static void PlayFrom(string musicName, Timing seekTiming, int sequenceIndex = 0)
{
MusicBase music = musicList_.Find((MusicBase m) => m != null && m.name == musicName);
if( music != null )
{
music.Seek(seekTiming, sequenceIndex);
music.Play();
}
else
{
Debug.Log("Can't find music: " + musicName);
}
}
public static void Suspend() { current_?.Suspend(); }
public static void Resume() { current_?.Resume(); }
public static void Stop() { current_?.Stop(); }
#endregion
#region [public] interactive music
/// <summary>
/// 横の遷移を実行します
/// execute Horizontal Resequencing
/// in MusicUnity, SetNextSection
/// in MusicADX2, SetNextBlock
/// in MusicWwise, SetState
/// </summary>
/// <param name="name">Section/Block/State name</param>
public static void SetHorizontalSequence(string name) { current_?.SetHorizontalSequence(name); }
/// <summary>
/// 横の遷移を実行します
/// execute Horizontal Resequencing
/// in MusicUnity, SetNextSection
/// in MusicADX2, SetNextBlock
/// in MusicWwise, not implemented
/// </summary>
/// <param name="name">Section/Block index</param>
public static void SetHorizontalSequenceByIndex(int index) { current_?.SetHorizontalSequenceByIndex(index); }
/// <summary>
/// 縦の遷移を実行します
/// execute Vertical Remixing
/// in MusicUnity, SetMode
/// in MusicADX2, not implemented
/// in MusicWwise, SetState
/// </summary>
/// <param name="name">Mode/State name</param>
public static void SetVerticalMix(string name) { current_?.SetVerticalMix(name); }
/// <summary>
/// 縦の遷移を実行します
/// execute Vertical Remixing
/// in MusicUnity, SetMode
/// in MusicADX2, SetAisacControl
/// in MusicWwise, not implemented
/// </summary>
/// <param name="index">Mode/Aisac index</param>
public static void SetVerticalMixByIndex(int index) { current_?.SetVerticalMixByIndex(index); }
#endregion
#region [public] musical time / meter / sequence
// musical time
/// <summary>
/// current musical time in bars
/// </summary>
public static float MusicalTime { get { return current_ != null ? current_.MusicalTime : 0; } }
/// <summary>
/// returns musically synced cos wave.
/// if default( MusicalCos(16,0,0,1),
/// starts from max=1,
/// reaches min=0 on MusicalTime = cycle/2 = 8,
/// back to max=1 on MusicalTIme = cycle = 16.
/// </summary>
/// <param name="cycle">wave cycle in musical unit</param>
/// <param name="offset">wave offset in musical unit</param>
/// <param name="min"></param>
/// <param name="max"></param>
/// <returns></returns>
public static float MusicalCos(float cycle = 16, float offset = 0, float min = 0, float max = 1)
{
return Mathf.Lerp(min, max, ((float)Math.Cos(Math.PI * 2 * (CurrentUnitPerBar * MusicalTime + offset) / cycle) + 1.0f) / 2.0f);
}
// current meter
public static bool HasValidMeter { get { return current_ != null && current_.CurrentMeter != null; } }
public static MusicMeter CurrentMeter { get { return current_ != null ? current_.CurrentMeter : null; } }
public static double CurrentTempo { get { return current_ != null ? current_.CurrentMeter.Tempo : 0; } }
public static int CurrentUnitPerBar { get { return current_ != null ? current_.CurrentMeter.UnitPerBar : 0; } }
public static int CurrentUnitPerBeat { get { return current_ != null ? current_.CurrentMeter.UnitPerBeat : 0; } }
// current sequence
public static string CurrentSequenceName { get { return current_ != null ? current_.SequenceName : ""; } }
public static int CurrentSequenceIndex { get { return current_ != null ? current_.SequenceIndex : 0; } }
public static int NumRepeat { get { return current_ != null ? current_.NumRepeat : 0; } }
#endregion
#region params
static MusicBase current_;
static List<MusicBase> musicList_ = new List<MusicBase>();
public static void RegisterMusic(MusicBase music)
{
if( musicList_.Contains(music) == false )
{
musicList_.Add(music);
}
}
public static void OnPlay(MusicBase music)
{
if( current_ != null && current_ != music && current_.IsPlaying )
{
current_.Stop();
}
current_ = music;
}
public static void OnFinish(MusicBase music)
{
if( current_ == music )
{
current_ = null;
}
}
#endregion
#region enum / delegate
public enum PlayState
{
Invalid,
Ready,
Playing,
Suspended,
Finished
};
public enum SyncType
{
Immediate,
Unit,
Beat,
Bar,
Marker,
ExitPoint,
};
public enum TimeUnitType
{
Sec,
MSec,
Bar,
Beat,
Unit,
};
public static class TimeUtility
{
public static float DefaultBPM = 120;
public static float ConvertTime(float time, TimeUnitType from, TimeUnitType to = TimeUnitType.Sec)
{
if( from == to ) return time;
float sec = time;
if( from == TimeUnitType.Sec )
{
sec = time;
}
else if( from == TimeUnitType.MSec )
{
sec = time / 1000.0f;
}
else
{
if( HasValidMeter )
{
switch( from )
{
case TimeUnitType.Bar:
sec = time * (float)current_.CurrentMeter.SecPerBar;
break;
case TimeUnitType.Beat:
sec = time * (float)current_.CurrentMeter.SecPerBeat;
break;
case TimeUnitType.Unit:
sec = time * (float)current_.CurrentMeter.SecPerUnit;
break;
}
}
else
{
switch( from )
{
case TimeUnitType.Bar:
sec = time * (60.0f * 4.0f / DefaultBPM);
break;
case TimeUnitType.Beat:
sec = time * (60.0f / DefaultBPM);
break;
case TimeUnitType.Unit:
sec = time * (60.0f / 4.0f / DefaultBPM);
break;
}
}
}
if( to == TimeUnitType.Sec )
{
return sec;
}
else if( to == TimeUnitType.MSec )
{
return sec * 1000.0f;
}
else
{
if( HasValidMeter )
{
switch( to )
{
case TimeUnitType.Bar:
return sec / (float)current_.CurrentMeter.SecPerBar;
case TimeUnitType.Beat:
return sec / (float)current_.CurrentMeter.SecPerBeat;
case TimeUnitType.Unit:
return sec / (float)current_.CurrentMeter.SecPerUnit;
}
}
else
{
switch( to )
{
case TimeUnitType.Bar:
return sec / (60.0f * 4.0f / DefaultBPM);
case TimeUnitType.Beat:
return sec / (60.0f / DefaultBPM);
case TimeUnitType.Unit:
return sec / (60.0f / 4.0f / DefaultBPM);
}
}
}
return sec;
}
}
static readonly float PITCH_UNIT = Mathf.Pow(2.0f, 1.0f / 12.0f);
#endregion
}