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osu-lazer/osu.Game/Skinning/SkinnableSound.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.Collections.Generic;
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using System.Linq;
using osu.Framework.Allocation;
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using osu.Framework.Audio;
using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics.Audio;
using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
namespace osu.Game.Skinning
{
public class SkinnableSound : SkinReloadableDrawable, IAdjustableAudioComponent
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{
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private readonly ISampleInfo[] hitSamples;
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[Resolved]
private ISampleStore samples { get; set; }
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public override bool RemoveWhenNotAlive => false;
public override bool RemoveCompletedTransforms => false;
/// <summary>
/// Whether to play the underlying sample when aggregate volume is zero.
/// Note that this is checked at the point of calling <see cref="Play"/>; changing the volume post-play will not begin playback.
/// Defaults to false unless <see cref="Looping"/>.
/// </summary>
/// <remarks>
/// Can serve as an optimisation if it is known ahead-of-time that this behaviour is allowed in a given use case.
/// </remarks>
protected bool PlayWhenZeroVolume => Looping;
protected readonly AudioContainer<DrawableSample> SamplesContainer;
public SkinnableSound(ISampleInfo hitSamples)
: this(new[] { hitSamples })
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{
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}
public SkinnableSound(IEnumerable<ISampleInfo> hitSamples)
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{
this.hitSamples = hitSamples.ToArray();
InternalChild = SamplesContainer = new AudioContainer<DrawableSample>();
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}
private bool looping;
public bool Looping
{
get => looping;
set
{
if (value == looping) return;
looping = value;
SamplesContainer.ForEach(c => c.Looping = looping);
}
}
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public virtual void Play()
{
SamplesContainer.ForEach(c =>
{
if (PlayWhenZeroVolume || c.AggregateVolume.Value > 0)
c.Play();
});
}
public virtual void Stop()
{
SamplesContainer.ForEach(c => c.Stop());
}
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
bool wasPlaying = IsPlaying;
var channels = hitSamples.Select(s =>
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{
var ch = skin.GetSample(s);
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if (ch == null && allowFallback)
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{
foreach (var lookup in s.LookupNames)
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{
if ((ch = samples.Get($"Gameplay/{lookup}")) != null)
break;
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}
}
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if (ch != null)
{
ch.Looping = looping;
ch.Volume.Value = s.Volume / 100.0;
}
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return ch;
}).Where(c => c != null);
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SamplesContainer.ChildrenEnumerable = channels.Select(c => new DrawableSample(c));
// Start playback internally for the new samples if the previous ones were playing beforehand.
if (wasPlaying)
Play();
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}
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#region Re-expose AudioContainer
public BindableNumber<double> Volume => SamplesContainer.Volume;
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public BindableNumber<double> Balance => SamplesContainer.Balance;
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public BindableNumber<double> Frequency => SamplesContainer.Frequency;
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public BindableNumber<double> Tempo => SamplesContainer.Tempo;
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public void AddAdjustment(AdjustableProperty type, BindableNumber<double> adjustBindable)
=> SamplesContainer.AddAdjustment(type, adjustBindable);
public void RemoveAdjustment(AdjustableProperty type, BindableNumber<double> adjustBindable)
=> SamplesContainer.RemoveAdjustment(type, adjustBindable);
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public void RemoveAllAdjustments(AdjustableProperty type)
=> SamplesContainer.RemoveAllAdjustments(type);
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public bool IsPlaying => SamplesContainer.Any(s => s.Playing);
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#endregion
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}
}