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Unity Tempo Manager Example
/**
* This is an example of how to make a class that fires off events to the BPM of a song.
* I haven't tested it and it may require work to compile, this is based off a much more complex
* manager from another project.
*
* Copyright (c) 2015 Eliot Lash
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using UnityEngine;
using System;
public class TempoManager
{
public float BPM = 120;
private float _lastSyncTime = 0;
private uint _beatsSinceSync = 0;
void Start() {
syncBPM();
}
void Update() {
//Check beat timer and trigger beat if neccessary
if (Time.time > _lastSyncTime + (beatsPerMinuteToDelay(BPM) * _beatsSinceSync)) {
beat();
}
}
private static float beatsPerMinuteToDelay(float beatsPerMinute) {
//beats per second = beatsPerMinute / 60
return 1.0f / (beatsPerMinute / 60.0f);
}
private void beat() {
_beatsSinceSync++;
//TODO Fire your beat event off here to your listeners
print("beat!");
}
/// <summary>
/// Restart BPM timer
/// </summary>
public void syncBPM() {
_lastSyncTime = Time.time;
_beatsSinceSync = 0;
beat(); //NB: beat is now synced immedately instead of after a 1 beat delay
}
}
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