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osu-lazer/osu.Game/Audio/PreviewTrack.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System;
using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
using osu.Framework.Graphics;
using osu.Framework.Threading;
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namespace osu.Game.Audio
{
[LongRunningLoad]
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public abstract partial class PreviewTrack : Component
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{
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/// <summary>
/// Invoked when this <see cref="PreviewTrack"/> has stopped playing.
/// Not invoked in a thread-safe context.
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/// </summary>
public event Action? Stopped;
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/// <summary>
/// Invoked when this <see cref="PreviewTrack"/> has started playing.
/// Not invoked in a thread-safe context.
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/// </summary>
public event Action? Started;
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protected Track? Track { get; private set; }
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private bool hasStarted;
[BackgroundDependencyLoader]
private void load()
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{
Track = GetTrack();
if (Track != null)
Track.Completed += Stop;
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}
/// <summary>
/// Length of the track.
/// </summary>
public double Length => Track?.Length ?? 0;
/// <summary>
/// The current track time.
/// </summary>
public double CurrentTime => Track?.CurrentTime ?? 0;
/// <summary>
/// Whether the track is loaded.
/// </summary>
public bool TrackLoaded => Track?.IsLoaded ?? false;
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/// <summary>
/// Whether the track is playing.
/// </summary>
public bool IsRunning => Track?.IsRunning ?? false;
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private ScheduledDelegate? startDelegate;
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/// <summary>
/// Starts playing this <see cref="PreviewTrack"/>.
/// </summary>
/// <returns>Whether the track is started or already playing.</returns>
public bool Start()
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{
if (Track == null)
return false;
startDelegate = Schedule(() =>
{
if (hasStarted)
return;
hasStarted = true;
Track.Restart();
Started?.Invoke();
});
return true;
}
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/// <summary>
/// Stops playing this <see cref="PreviewTrack"/>.
/// </summary>
public void Stop()
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{
startDelegate?.Cancel();
if (Track == null)
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return;
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if (!hasStarted)
return;
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hasStarted = false;
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// This pre-check is important, fixes a BASS deadlock in some scenarios.
if (!Track.HasCompleted)
{
Track.Stop();
// Ensure the track is reset immediately on stopping, so the next time it is started it has a correct time value.
Track.Seek(0);
}
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Stopped?.Invoke();
}
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/// <summary>
/// Retrieves the audio track.
/// </summary>
protected abstract Track? GetTrack();
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
Stop();
Track?.Dispose();
}
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}
}