Use Sequencer, improve MIDI a lot
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@@ -47,8 +47,6 @@ namespace Content.Client.GameObjects.Components.Instruments
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[ViewVariables]
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private float _timer = 0f;
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private TimeSpan? _lastEvent = null;
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/// <summary>
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/// Whether a midi song will loop or not.
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/// </summary>
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@@ -129,8 +127,12 @@ namespace Content.Client.GameObjects.Components.Instruments
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if (IsMidiOpen)
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CloseMidi();
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_renderer?.StopAllNotes();
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var renderer = _renderer;
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Timer.Spawn(1000, () => { renderer?.Dispose(); });
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// We dispose of the synth two seconds from now to allow the last notes to stop from playing.
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Timer.Spawn(2000, () => { renderer?.Dispose(); });
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_renderer = null;
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_midiQueue.Clear();
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}
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@@ -156,38 +158,32 @@ namespace Content.Client.GameObjects.Components.Instruments
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case InstrumentMidiEventMessage midiEventMessage:
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// If we're the ones sending the MidiEvents, we ignore this message.
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if (!IsRendererAlive || IsInputOpen || IsMidiOpen) break;
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var curTime = _gameTiming.CurTime;
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Logger.Info($"NEW BATCH!!! LENGTH:{midiEventMessage.MidiEvent.Length} QUEUED:{_midiQueue.Count} LAST:{_lastEvent}");
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for (var i = 0; i < midiEventMessage.MidiEvent.Length; i++)
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{
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var ev = midiEventMessage.MidiEvent[i];
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var delta = i != 0 ?
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ev.Timestamp.Subtract(midiEventMessage.MidiEvent[i-1].Timestamp) : _lastEvent.HasValue ? ev.Timestamp.Subtract(_lastEvent.Value) : TimeSpan.Zero;
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ev.Timestamp = curTime + TimeSpan.FromSeconds(TimeBetweenNetMessages*1.25);
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Logger.Info($"DT:{delta} TIM:{ev.Timestamp} TIMR:{midiEventMessage.MidiEvent[i].Timestamp} LST:{midiEventMessage.MidiEvent[Math.Max(0, i-1)].Timestamp}");
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_midiQueue.Enqueue(ev);
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_lastEvent = ev.Timestamp;
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var delta = ((uint)TimeBetweenNetMessages*1250) + ev.Timestamp;
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//var j = i;
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//Timer.Spawn((int)ev.Timestamp.Subtract(_gameTiming.CurTime).TotalMilliseconds,
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// () => _renderer?.SendMidiEvent(midiEventMessage.MidiEvent[j]));
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_renderer?.ScheduleMidiEvent(ev, delta, true);
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}
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break;
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case InstrumentStopMidiMessage _:
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EndRenderer();
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break;
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case InstrumentStartMidiMessage _:
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SetupRenderer();
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Logger.Info("INITIALIZED MIDI RENDERER. I HOPE.");
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break;
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}
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}
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is InstrumentState state)) return;
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if (state.Playing)
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{
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Logger.Info($"WE GOT STATE: {state.Playing} {state.SequencerTick}");
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SetupRenderer();
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if (_renderer != null) _renderer.SequencerTick = state.SequencerTick;
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}
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else
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EndRenderer();
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}
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/// <inheritdoc cref="MidiRenderer.OpenInput"/>
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public bool OpenInput()
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{
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@@ -250,43 +246,25 @@ namespace Content.Client.GameObjects.Components.Instruments
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/// <param name="midiEvent">The received midi event</param>
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private void RendererOnMidiEvent(MidiEvent midiEvent)
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{
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midiEvent.Timestamp = _gameTiming.CurTime;
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_midiQueue.Enqueue(midiEvent);
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}
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public override void Update(float delta)
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{
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if (!IsMidiOpen && !IsInputOpen)
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return;
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_timer -= delta;
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if (_timer > 0f) return;
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if (!IsMidiOpen && !IsInputOpen)
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{
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UpdatePlaying(delta);
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return;
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}
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SendAllMidiMessages();
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_timer = TimeBetweenNetMessages;
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}
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private void UpdatePlaying(float delta)
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{
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while (true)
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{
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if (_renderer == null || _midiQueue.Count == 0) return;
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var midiEvent = _midiQueue.Dequeue();
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_renderer.SendMidiEvent(midiEvent);
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_timer = _midiQueue.Count != 0 ? (MathF.Max((float) _midiQueue.Peek().Timestamp.Subtract(_gameTiming.CurTime).TotalSeconds, 0f)) : 0;
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if (_timer <= 0f) continue;
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break;
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}
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}
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private void SendAllMidiMessages()
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{
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var count = _midiQueue.Count;
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if (count == 0) return;
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if (_midiQueue.Count == 0) return;
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var events = _midiQueue.ToArray();
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_midiQueue.Clear();
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