Exemple #1
0
        /// <summary>
        /// Palauttaa kappaleessa tapahtuneet muutokset edelliseen päivitykseen nähden.
        /// </summary>
        /// <returns></returns>
        public SongState Update()
        {
            SongState state = new SongState(false, MelodyChange.None, false);

            if (currentBeatIndex < beatMoments.Length)
            {
                state.IsBeat = SecondsPlayed > beatMoments[currentBeatIndex];
                if (state.IsBeat)
                    currentBeatIndex++;
            }

            if (currentOnsetIndex < onsetMoments.Length)
            {
                bool newOnset = SecondsPlayed > onsetMoments[currentOnsetIndex];

                if (newOnset)
                {
                    state.IsOnset = true;
                    // currentOnsetIndex++;

                    /*float frequencyOnPreviousOnset = frequencies[currentFrequencyIndex];

                    int bComplementIndex = Array.BinarySearch(frequencyMoments, SecondsPlayed);

                    if (bComplementIndex < 0)
                    {
                        // ei suoraa osumaa, indeksi on seuraavaksi suuremman arvon indeksin bitwise complement
                        // (https://msdn.microsoft.com/en-us/library/2cy9f6wb.aspx)

                        bComplementIndex = ~bComplementIndex; // ~ on bitwise complement -operaattori
                    }

                    currentFrequencyIndex = bComplementIndex;

                    currentOnsetIndex++; // skipataan osa, sama binaryhaku tähän

                    float currentFrequency = frequencies[currentFrequencyIndex];
                    */

                    // jos taajuus +- 1/4 sävelaskeleen sisällä edellisestä, sama nuotti uudestaan
                    // jos yli 1/4, ylempi
                    // jos alle 1/4, alempi

                    float frequencyOnPreviousOnset;
                    if (currentOnsetIndex - 1 >= 0)
                        frequencyOnPreviousOnset = onsetFrequencies[currentOnsetIndex - 1];
                    else frequencyOnPreviousOnset = 0;

                    float currentFrequency = onsetFrequencies[currentOnsetIndex];

                    currentOnsetIndex++;

                    // ei ihan tarkka, mutta close enough i think
                    float quarterStepDownChange = (frequencyOnPreviousOnset - (frequencyOnPreviousOnset / HALF_STEP_FREQUENCY_CHANGE));
                    float quarterStepUpChange = ((frequencyOnPreviousOnset * HALF_STEP_FREQUENCY_CHANGE) - frequencyOnPreviousOnset);

                    if (currentFrequency > frequencyOnPreviousOnset + quarterStepUpChange)
                    {
                        state.Change = MelodyChange.HigherNote;
                        return state;
                    }
                    if (currentFrequency < frequencyOnPreviousOnset - quarterStepDownChange)
                    {
                        state.Change = MelodyChange.LowerNote;
                        return state;
                    }

                    state.Change = MelodyChange.SameNote;
                }
            }

            return state;
        }
Exemple #2
0
        void SongUpdate(SongState state, KeyboardChange keyChange)
        {
            if (state.IsBeat)
            {
                CreateShardPolygon(RandomGen.NextFloat(SPMinRadius, SPMaxRadius), RandomGen.NextFloat(SPMinSpeed, SPMaxSpeed));
            }
            switch (state.Change)
            {
                case MelodyChange.None:
                    break;
                case MelodyChange.SameNote:
                    // testPoly.Position += new Vector2(25.0f, 0.0f);
                    break;
                case MelodyChange.HigherNote:
                    testPoly.Position += new Vector2(0.0f, -25.0f);
                    break;
                case MelodyChange.LowerNote:
                    testPoly.Position += new Vector2(0.0f, 25.0f);
                    break;
                default:
                    break;
            }
            if (state.IsOnset)
            {

            }
        }