refactor: WaitForAlignment coroutine use BeatClock.cs insted of calculate independently.
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@@ -46,6 +46,13 @@ namespace OCES.Audio
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Bar,
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}
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public enum CallbackFlags
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{
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MusicSyncBeat = 1,
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MusicSyncBar = 2,
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MusicSyncGrid = 3,
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}
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public enum ActiveSoundState
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{
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Pending, // 已进入调度,但还没真正播放
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@@ -91,11 +98,4 @@ namespace OCES.Audio
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public partial class MusicPath : IPathEntry { }
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public partial class AmbiencePath : IPathEntry { }
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public enum CallbackFlags
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{
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MusicSyncBeat = 1,
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MusicSyncBar = 2,
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MusicSyncGrid = 3,
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}
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}
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@@ -26,7 +26,7 @@ namespace OCES.Audio
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this.m_onGrid = onGrid;
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}
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public void Restart(MusicContainer container, float inheritedBpm, double dspTime)
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internal void Restart(MusicContainer container, float inheritedBpm, double dspTime)
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{
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//Debug.Log($"[BeatClock] Restart called, container={container.Id}, bpm={container.Bpm}, inherited={inheritedBpm}");
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@@ -63,6 +63,26 @@ namespace OCES.Audio
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this.m_beatCoroutine = this.m_barCoroutine = this.m_gridCoroutine = null;
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}
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internal double GetNextDspTime(AlignMode mode)
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{
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double now = AudioSettings.dspTime;
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if (this.m_blendError || this.m_stopped)
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{
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return now;
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}
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double elapsed = now - this.m_startDspTime;
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double period = mode switch
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{
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AlignMode.Beat => this.m_secondsPerBeat,
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AlignMode.Bar => this.m_secondsPerBeat * this.m_beatsPerBar,
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_ => this.m_secondsPerBeat,
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};
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long next = (long)(elapsed / period) + 1L;
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return this.m_startDspTime + next * period;
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}
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IEnumerator BeatCoroutine()
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{
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double elapsed = AudioSettings.dspTime - this.m_startDspTime;
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@@ -197,34 +197,8 @@ namespace OCES.Audio
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if (mode == AlignMode.Immediate || container.Bpm <= 0f)
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yield break;
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double now = AudioSettings.dspTime;
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double elapsed = now - this.m_playStartTime;
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double secondsPerBeat = 60.0 / container.Bpm;
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switch (mode)
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{
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case AlignMode.Beat:
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{
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double beatsElapsed = elapsed / secondsPerBeat;
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double nextBeat = Math.Ceiling(beatsElapsed);
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double waitSeconds = (nextBeat - beatsElapsed) * secondsPerBeat;
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if (waitSeconds > 0.001)
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yield return new WaitForSeconds((float)waitSeconds);
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break;
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}
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case AlignMode.Bar:
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{
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int beatsPerBar = MusicContainerConfig.GetBeatsPerBar(container.TimeSig);
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double secondsPerBar = secondsPerBeat * beatsPerBar;
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double barsElapsed = elapsed / secondsPerBar;
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double nextBar = Math.Ceiling(barsElapsed);
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double waitSeconds = (nextBar - barsElapsed) * secondsPerBar;
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if (waitSeconds > 0.001)
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yield return new WaitForSeconds((float)waitSeconds);
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break;
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}
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}
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double target = this.m_beatClock.GetNextDspTime(mode);
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yield return new WaitUntil(() => AudioSettings.dspTime >= target);
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}
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// ─────────────────────────────────────────────
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