ChocolateBird/scripts/MusicPlayer.gd

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GDScript3
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2023-08-23 17:26:16 +09:30
#warning-ignore-all:shadowed_variable
extends Node
const music := preload('res://scripts/loaders/snes/music_ff5.gd')
const EventType := music.EventType
var MUSIC := music.new()
var inst_map: Dictionary # int keys, AudioStreamSample values
var tracks: Array
var num_tracks: int
var players: Array
var tempo: float # Store as BPM
var seconds_per_pulse: float
var master_volume := 255
var channel_pointer := PoolIntArray()
var channel_instrument_idx := PoolByteArray()
var channel_next_pulse := PoolIntArray()
var channel_current_note := PoolByteArray()
var channel_velocity := PoolByteArray()
var channel_pan := PoolByteArray() # Reversed from MIDI
var channel_octave := PoolByteArray()
var channel_transpose := PoolByteArray()
var channel_fine_tuning := PoolRealArray()
var channel_adsr_attack_rate := PoolByteArray()
var channel_adsr_decay_rate := PoolByteArray()
var channel_adsr_sustain_level := PoolByteArray()
var channel_adsr_sustain_rate := PoolByteArray()
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var channel_noise_freq := PoolByteArray()
var channel_noise_on := PoolByteArray()
var channel_pan_lfo_rate := PoolByteArray()
var channel_pan_lfo_depth := PoolByteArray()
var channel_pan_lfo_on := PoolByteArray()
var channel_tremolo_delay := PoolByteArray()
var channel_tremolo_rate := PoolByteArray()
var channel_tremolo_depth := PoolByteArray()
var channel_tremolo_on := PoolByteArray()
var channel_vibrato_delay := PoolByteArray()
var channel_vibrato_rate := PoolByteArray()
var channel_vibrato_depth := PoolByteArray()
var channel_vibrato_on := PoolByteArray()
var channel_pitchmod_on := PoolByteArray()
var channel_echo_on := PoolByteArray()
var channel_echo_volume := PoolByteArray()
func set_tempo(tempo: float):
self.tempo = tempo
self.seconds_per_pulse = 60.0 / (tempo * music.PPQN)
func _init(tracks: Array, instrument_map: Dictionary):
self.tracks = tracks
self.num_tracks = len(self.tracks)
self.inst_map = instrument_map
self.players = []
self.set_tempo(120.0)
for i in num_tracks:
self.players.append(AudioStreamPlayer.new())
add_child(self.players[-1])
self.channel_pointer.append(0)
self.channel_instrument_idx.append(0)
self.channel_next_pulse.append(0)
self.channel_current_note.append(0)
self.channel_velocity.append(100)
self.channel_pan.append(0)
self.channel_octave.append(5)
self.channel_transpose.append(0)
self.channel_fine_tuning.append(1.0)
self.channel_adsr_attack_rate.append(0)
self.channel_adsr_decay_rate.append(0)
self.channel_adsr_sustain_level.append(0)
self.channel_adsr_sustain_rate.append(0)
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self.channel_noise_freq.append(0)
self.channel_noise_on.append(0)
self.channel_pan_lfo_rate.append(0)
self.channel_pan_lfo_depth.append(0)
self.channel_pan_lfo_on.append(0)
self.channel_tremolo_delay.append(0)
self.channel_tremolo_rate.append(0)
self.channel_tremolo_depth.append(0)
self.channel_tremolo_on.append(0)
self.channel_vibrato_delay.append(0)
self.channel_vibrato_rate.append(0)
self.channel_vibrato_depth.append(0)
self.channel_vibrato_on.append(0)
self.channel_pitchmod_on.append(0)
self.channel_echo_on.append(0)
self.channel_echo_volume.append(0)
func play_channel(channel: int, time_offset: float = 0.0) -> int:
# Executes the track events until it hits a note/rest, in which case it returns the pulse count to the next action, or the end of the events, in which case it returns -1
# self.players[channel].stop()
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var track: Array = self.tracks[channel]
var l := len(track)
var player: AudioStreamPlayer = self.players[channel]
while true:
var ptr: int = self.channel_pointer[channel]
if ptr >= l:
break
var event = track[ptr]
self.channel_pointer[channel] += 1
match event[0]: # Control codes
EventType.NOTE:
var note = event[1]
var duration = event[2]
if note >= 0: # Don't shift or play rests
note += (12 * self.channel_octave[channel]) + self.channel_transpose[channel]
player.pitch_scale = pow(2.0, (note - MUSIC.REFERENCE_NOTE)/12.0) #* self.channel_fine_tuning[channel]
player.volume_db = linear2db((self.channel_velocity[channel]/255.0) * (self.master_volume/255.0))
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player.play(max((SoundLoader.PLAY_START - time_offset)/player.pitch_scale, 0))
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self.channel_current_note[channel] = note
elif note == music.NOTE_IS_TIE:
pass
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else:
self.players[channel].stop()
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self.channel_current_note[channel] = -1
# TODO: Confirm tempo scaling
return duration # Pulses to next instruction
EventType.VOLUME:
self.channel_velocity[channel] = event[1]
EventType.VOLUME_SLIDE: # TODO: implement slides
var slide_duration: int = event[1]
self.channel_velocity[channel] = event[2]
EventType.PAN: # TODO: implement slides
self.channel_pan[channel] = event[1]
EventType.PAN_SLIDE: # TODO: implement slides
var slide_duration: int = event[1]
self.channel_pan[channel] = event[2]
EventType.PITCH_SLIDE: # TODO: implement slides
var slide_duration: int = event[1]
var target_pitch: int = event[2] # Signed
EventType.VIBRATO_ON:
self.channel_vibrato_delay[channel] = event[1]
self.channel_vibrato_rate[channel] = event[2]
self.channel_vibrato_depth[channel] = event[3]
self.channel_vibrato_on[channel] = 1
EventType.VIBRATO_OFF:
self.channel_vibrato_on[channel] = 0
EventType.TREMOLO_ON:
self.channel_tremolo_delay[channel] = event[1]
self.channel_tremolo_rate[channel] = event[2]
self.channel_tremolo_depth[channel] = event[3]
self.channel_tremolo_on[channel] = 1
EventType.TREMOLO_OFF:
self.channel_tremolo_on[channel] = 0
EventType.PAN_LFO_ON:
self.channel_pan_lfo_depth[channel] = event[1]
self.channel_pan_lfo_rate[channel] = event[2]
self.channel_pan_lfo_on[channel] = 1
EventType.PAN_LFO_OFF:
self.channel_pan_lfo_on[channel] = 0
EventType.NOISE_FREQ:
self.channel_noise_freq[channel] = event[1]
EventType.NOISE_ON:
self.channel_noise_on[channel] = 1
EventType.NOISE_OFF:
self.channel_noise_on[channel] = 0
EventType.PITCHMOD_ON:
self.channel_pitchmod_on[channel] = 1
EventType.PITCHMOD_OFF:
self.channel_pitchmod_on[channel] = 0
EventType.ECHO_ON:
self.channel_echo_on[channel] = 1
EventType.ECHO_OFF:
self.channel_echo_on[channel] = 0
EventType.OCTAVE:
self.channel_octave[channel] = event[1]
EventType.OCTAVE_UP:
self.channel_octave[channel] += 1
EventType.OCTAVE_DOWN:
self.channel_octave[channel] -= 1
EventType.TRANSPOSE_ABS:
self.channel_transpose[channel] = event[1]
EventType.TRANSPOSE_REL:
self.channel_transpose[channel] += event[1]
EventType.TUNING:
var fine_tune: int = event[1]
var scale: float
if fine_tune < 0x80:
scale = 1.0 + fine_tune/255.0
else:
scale = fine_tune/255.0
self.channel_fine_tuning[channel] = scale
EventType.PROGCHANGE:
self.channel_instrument_idx[channel] = event[1]
player.stream = self.inst_map[self.channel_instrument_idx[channel]]
# TODO - grab instrument envelope
EventType.ADSR_ATTACK_RATE:
self.channel_adsr_attack_rate[channel] = event[1]
EventType.ADSR_DECAY_RATE:
self.channel_adsr_decay_rate[channel] = event[1]
EventType.ADSR_SUSTAIN_LEVEL:
self.channel_adsr_sustain_level[channel] = event[1]
EventType.ADSR_SUSTAIN_RATE:
self.channel_adsr_sustain_rate[channel] = event[1]
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EventType.ADSR_DEFAULT: # TODO - grab instrument envelope
pass
EventType.TEMPO:
self.set_tempo(music.tempo_to_bpm(event[1]))
EventType.TEMPO_SLIDE:
self.set_tempo(music.tempo_to_bpm(event[2]))
var slide_duration: int = event[1]
EventType.ECHO_VOLUME:
self.channel_echo_volume[channel] = event[1]
EventType.ECHO_VOLUME_SLIDE: # TODO: implement slides
self.channel_echo_volume[channel] = event[2]
var slide_duration: int = event[1]
EventType.ECHO_FEEDBACK_FIR: # TODO
var feedback: int = event[1]
var filterIndex: int = event[2]
EventType.MASTER_VOLUME:
self.master_volume = event[1]
EventType.GOTO:
self.channel_pointer[channel] = event[1]
EventType.END:
break
_:
break
return -1 # End of track
func play_pulse(time_offset := 0.0) -> bool: # Return true if any channel played
var active_channels := 0
for channel in self.num_tracks:
if self.channel_next_pulse[channel] < 0:
continue # Channel not playing
active_channels += 1
if self.channel_next_pulse[channel] == 0:
self.channel_next_pulse[channel] = self.play_channel(channel, time_offset)
self.channel_next_pulse[channel] -= 1
return active_channels > 0
var is_playing := false
var bgm_timestamp := 0.0 # Note this will be behind by the maximum delay
func _process(delta: float) -> void:
if self.is_playing:
bgm_timestamp += delta
while bgm_timestamp > seconds_per_pulse:
bgm_timestamp -= seconds_per_pulse
self.is_playing = play_pulse(bgm_timestamp)
if not self.is_playing:
print('BGM finished playing')