using osu.Framework.Allocation; using osu.Framework.Configuration; using osu.Framework.Graphics.Containers; using osu.Game.Beatmaps; using osu.Game.Beatmaps.Timing; namespace osu.Game.Graphics.Containers { public class BeatSyncedContainer : Container { private Bindable beatmap; private int beat; private double timingPointStart; //This is to avoid sending new beats when not at the very start of the beat private const int seek_tolerance = 20; private const double min_beat_length = 1E-100; public BeatSyncedContainer() { } protected override void Update() { if (beatmap.Value != null) { double currentTime = beatmap.Value.Track.CurrentTime; ControlPoint kiaiControlPoint; ControlPoint controlPoint = beatmap.Value.Beatmap.TimingInfo.TimingPointAt(currentTime, out kiaiControlPoint); if (controlPoint != null) { double oldTimingPointStart = timingPointStart; double beatLenght = double.MinValue; int oldBeat = beat; bool kiai = false; beatLenght = controlPoint.BeatLength; timingPointStart = controlPoint.Time; kiai = kiaiControlPoint?.KiaiMode ?? false; beat = beatLenght > min_beat_length ? (int)((currentTime - timingPointStart) / beatLenght) : 0; //should we handle negative beats? (before the start of the controlPoint) //The beats before the start of the first control point are off by 1, this should do the trick if (currentTime <= timingPointStart) beat--; if ((timingPointStart != oldTimingPointStart || beat != oldBeat) && (int)((currentTime - timingPointStart) % (beatLenght)) <= seek_tolerance) OnNewBeat(beat, controlPoint.BeatLength, controlPoint.TimeSignature, kiai); } } } protected virtual void OnNewBeat(int newBeat, double beatLength, TimeSignatures timeSignature, bool kiai) { } [BackgroundDependencyLoader] private void load(OsuGameBase game) { beatmap = game.Beatmap; } } }