Add global offset
Adds new settings for controlling the note offset while playing. It can be either an actual offset (it is called "Audio Latency" in the settings) or just the visual offset ("Video Latency").
With higher audio latency it means you have to press the button sooner than what you hear, similarly with higher video latency it is sooner than what you see. By offsetting these events the game would play better, however, the sound effect of you hitting the drum would still play at the wrong time, the code cannot anticipate you to hit the drum in the future so to work around this issue a new option that disables drum sounds is also included.
These settings could be set through trial and error but it would be better to get the correct values through the automated latency calibration, where you can hit the drum as you hear sounds or see a blinking animation. I tried making one by measuring latency from user input, adding all the latency up, and dividing, but that gives unreliable results. I hope someone suggests to me what I should be doing during the calibration to get better results, as I cannot figure what to do on my own.
This commit is contained in:
@@ -45,7 +45,12 @@ class Game{
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}
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initTiming(){
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// Date when the chrono is started (before the game begins)
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var offsetTime = Math.max(0, this.timeForDistanceCircle - this.songData.circles[0].ms) |0
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var firstCircle = this.songData.circles[0]
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if(this.controller.calibrationMode){
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var offsetTime = 0
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}else{
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var offsetTime = Math.max(0, this.timeForDistanceCircle - (firstCircle ? firstCircle.ms : 0)) |0
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}
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if(this.controller.multiplayer){
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var syncWith = this.controller.syncWith
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var syncCircles = syncWith.game.songData.circles
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@@ -57,8 +62,8 @@ class Game{
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this.startDate = Date.now() + offsetTime
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}
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update(){
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// Main operations
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this.updateTime()
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// Main operations
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this.updateCirclesStatus()
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this.checkPlays()
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// Event operations
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@@ -82,10 +87,10 @@ class Game{
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if(circle && (!circle.branch || circle.branch.active) && !circle.isPlayed){
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var type = circle.type
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var drumrollNotes = type === "balloon" || type === "drumroll" || type === "daiDrumroll"
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var endTime = circle.endTime + (drumrollNotes ? 0 : this.rules.bad)
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var endTime = circle.endTime + (drumrollNotes ? 0 : this.rules.bad) + this.controller.audioLatency
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if(ms >= circle.ms){
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if(drumrollNotes && !circle.rendaPlayed && ms < endTime){
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if(ms >= circle.ms + this.controller.audioLatency){
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if(drumrollNotes && !circle.rendaPlayed && ms < endTime + this.controller.audioLatency){
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circle.rendaPlayed = true
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if(this.rules.difficulty === "easy"){
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assets.sounds["v_renda" + this.controller.snd].stop()
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@@ -109,7 +114,7 @@ class Game{
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this.updateCurrentCircle()
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if(this.controller.multiplayer === 1){
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var value = {
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pace: (ms - circle.ms) / circle.timesHit
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pace: (ms - circle.ms - this.controller.audioLatency) / circle.timesHit
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}
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if(type === "drumroll" || type === "daiDrumroll"){
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value.kaAmount = circle.timesKa / circle.timesHit
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@@ -211,7 +216,7 @@ class Game{
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for(var i = this.currentCircle + 1; i < circles.length; i++){
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var circle = circles[i]
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var relative = ms - circle.ms
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var relative = ms - circle.ms - this.controller.audioLatency
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if(!circle.branch || circle.branch.active){
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if((!circleIsNote(circle) || relative < -this.rules.bad)){
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break
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@@ -310,7 +315,7 @@ class Game{
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var keyTime = this.controller.getKeyTime()
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var currentTime = keysDon ? keyTime["don"] : keyTime["ka"]
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var relative = currentTime - circle.ms
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var relative = currentTime - circle.ms - this.controller.audioLatency
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if(relative >= this.rules.ok){
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var fixedNote = this.fixNoteStream(keysDon)
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@@ -366,7 +371,7 @@ class Game{
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if(this.controller.multiplayer === 1){
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var value = {
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score: score,
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ms: circle.ms - currentTime,
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ms: circle.ms - currentTime - this.controller.audioLatency,
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dai: typeDai ? (keyDai ? 2 : 1) : 0
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}
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if((!keysDon || !typeDon) && (!keysKa || !typeKa)){
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@@ -375,7 +380,7 @@ class Game{
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p2.send("note", value)
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}
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}else{
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if(circle.ms > currentTime || currentTime > circle.endTime){
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if(circle.ms + this.controller.audioLatency > currentTime || currentTime > circle.endTime + this.controller.audioLatency){
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return true
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}
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if(keysDon && type === "balloon"){
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@@ -400,7 +405,7 @@ class Game{
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circle.played(score)
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if(this.controller.multiplayer == 1){
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p2.send("drumroll", {
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pace: (this.elapsedTime - circle.ms) / circle.timesHit
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pace: (this.elapsedTime - circle.ms + this.controller.audioLatency) / circle.timesHit
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})
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}
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}else{
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@@ -447,17 +452,19 @@ class Game{
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var ms = this.elapsedTime
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if(!this.lastCircle){
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var circles = this.songData.circles
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this.lastCircle = circles[circles.length - 1].endTime
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var circle = circles[circles.length - 1]
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this.lastCircle = circle ? circle.endTime : 0
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if(this.controller.multiplayer){
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var syncWith = this.controller.syncWith
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var syncCircles = syncWith.game.songData.circles
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var syncLastCircle = syncCircles[syncCircles.length - 1].endTime
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circle = syncCircles[syncCircles.length - 1]
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var syncLastCircle = circle ? circle.endTime : 0
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if(syncLastCircle > this.lastCircle){
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this.lastCircle = syncLastCircle
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}
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}
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}
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if(!this.fadeOutStarted && ms >= this.lastCircle + 2000){
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if(!this.fadeOutStarted && ms >= this.lastCircle + 2000 + this.controller.audioLatency){
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this.fadeOutStarted = ms
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if(this.controller.multiplayer){
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this.controller.syncWith.game.fadeOutStarted = ms
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@@ -495,28 +502,51 @@ class Game{
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playMainMusic(){
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var ms = this.elapsedTime + this.controller.offset
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if(!this.mainMusicPlaying && (!this.fadeOutStarted || ms < this.fadeOutStarted + 1600)){
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if(this.controller.multiplayer !== 2 && this.mainAsset){
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if(this.calibrationState === "audio"){
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var beatInterval = this.controller.view.beatInterval
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var startAt = ms % beatInterval
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var duration = this.mainAsset.duration * 1000
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if(startAt < duration){
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this.mainAsset.playLoop(0, false, startAt / 1000, 0, beatInterval / 1000)
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}else{
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this.mainAsset.playLoop((startAt - duration) / 1000, false, 0, 0, beatInterval / 1000)
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}
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}else if(this.controller.multiplayer !== 2 && this.mainAsset){
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this.mainAsset.play((ms < 0 ? -ms : 0) / 1000, false, Math.max(0, ms / 1000))
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}
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this.mainMusicPlaying = true
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}
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}
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togglePause(){
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togglePause(forcePause, pauseMove, noSound){
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if(!this.paused){
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assets.sounds["se_pause"].play()
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if(forcePause === false){
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return
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}
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if(!noSound){
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this.controller.playSound("se_pause", 0, true)
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}
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this.paused = true
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this.latestDate = Date.now()
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if(this.mainAsset){
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this.mainAsset.stop()
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}
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this.mainMusicPlaying = false
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this.view.pauseMove(0, true)
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this.view.pauseMove(pauseMove || 0, true)
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this.view.gameDiv.classList.add("game-paused")
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this.view.lastMousemove = this.view.getMS()
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this.view.cursorHidden = false
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pageEvents.send("pause")
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}else{
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assets.sounds["se_cancel"].play()
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}else if(!forcePause){
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if(forcePause !== false && this.calibrationState && ["audioHelp", "audioComplete", "videoHelp", "videoComplete", "results"].indexOf(this.calibrationState) !== -1){
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return
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}
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if(this.calibrationState === "audioHelp" || this.calibrationState === "videoHelp"){
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this.calibrationState = this.calibrationState === "audioHelp" ? "audio" : "video"
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this.controller.view.pauseOptions = strings.pauseOptions
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this.controller.playSound("se_don", 0, true)
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}else if(!noSound){
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this.controller.playSound("se_cancel", 0, true)
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}
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this.paused = false
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var currentDate = Date.now()
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this.startDate += currentDate - this.latestDate
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@@ -683,7 +713,7 @@ class Game{
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if(!circle || circle.branch === currentBranch[pastActive]){
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var ms = this.elapsedTime
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var closestCircle = circles.findIndex(circle => {
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return (!circle.branch || circle.branch.active) && circle.endTime >= ms
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return (!circle.branch || circle.branch.active) && circle.endTime + this.controller.audioLatency >= ms
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})
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if(closestCircle !== -1){
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this.currentCircle = closestCircle
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@@ -701,4 +731,104 @@ class Game{
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this.sectionNotes = []
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this.sectionDrumroll = 0
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}
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clearKeyTime(){
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var keyboard = this.controller.keyboard
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for(var key in keyboard.keyTime){
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keyboard.keys[key] = null
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keyboard.keyTime[key] = -Infinity
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}
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}
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calibration(){
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var view = this.controller.view
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if(!this.calibrationState){
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this.controller.parsedSongData.measures = []
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this.calibrationProgress = {
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audio: 0,
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video: 0,
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requirement: 40
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}
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this.calibrationReset("audio", true)
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}
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var progress = this.calibrationProgress
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var state = this.calibrationState
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switch(state){
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case "audio":
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case "video":
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if(state === "audio" && !this.mainAsset){
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this.mainAsset = assets.sounds["calibration"]
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this.mainMusicPlaying = false
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}
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if(progress.hit >= progress.requirement){
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var reduced = 0
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for(var i = 2; i < progress.offsets.length; i++){
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reduced += progress.offsets[i]
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}
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progress[state] = Math.max(0, Math.round(reduced / progress.offsets.length - 2))
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this.calibrationState += "Complete"
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view.pauseOptions = []
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this.clearKeyTime()
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this.togglePause(true, 1)
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this.mainAsset = null
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}
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break
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case "audioComplete":
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case "videoComplete":
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if(Date.now() - this.latestDate > 3000){
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var audioComplete = this.calibrationState === "audioComplete"
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this.controller.playSound("se_pause", 0, true)
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if(audioComplete){
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this.calibrationReset("video")
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}else{
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view.pauseOptions = [
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strings.calibration.retryPrevious,
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strings.calibration.finish
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]
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}
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this.calibrationState = audioComplete ? "videoHelp" : "results"
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}
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break
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}
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}
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calibrationHit(ms){
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var progress = this.calibrationProgress
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var beatInterval = this.controller.view.beatInterval
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var current = Math.floor((ms + 100) / beatInterval)
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if(current !== progress.last){
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var offset = ((ms + 100) % beatInterval) - 100
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var offsets = progress.offsets
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if(offsets.length >= progress.requirement){
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offsets.shift()
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}
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offsets.push(offset)
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progress.hit++
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progress.last = current
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this.globalScore.gauge = 100 / (progress.requirement / progress.hit)
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}
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}
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calibrationReset(to, togglePause){
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var view = this.controller.view
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this.songData.circles = []
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view.pauseOptions = [
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to === "audio" ? strings.calibration.back : strings.calibration.retryPrevious,
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strings.calibration.start
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]
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this.calibrationState = to + "Help"
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var progress = this.calibrationProgress
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progress.offsets = []
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progress.hit = 0
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progress.last = null
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this.globalScore.gauge = 0
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if(to === "video"){
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this.clearKeyTime()
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this.initTiming()
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this.latestDate = this.startDate
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this.elapsedTime = 0
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view.ms = 0
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}
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if(togglePause){
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this.togglePause(true, 1, true)
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}else{
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view.pauseMove(1, true)
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}
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}
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}
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