2019-01-24 16:43:03 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2018-04-13 17:19:50 +08:00
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2019-06-30 20:58:30 +08:00
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using System.Collections.Generic;
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2018-04-13 17:19:50 +08:00
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using System.Linq;
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using osu.Framework.Allocation;
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2020-08-06 20:53:20 +08:00
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using osu.Framework.Audio;
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2019-09-04 19:28:21 +08:00
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using osu.Framework.Audio.Track;
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2019-08-15 10:35:47 +08:00
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using osu.Framework.Bindables;
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2018-04-13 17:19:50 +08:00
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics.Audio;
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using osu.Framework.Graphics.Containers;
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2018-04-13 17:19:50 +08:00
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using osu.Game.Audio;
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using osu.Game.Screens.Play;
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2018-04-13 17:19:50 +08:00
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namespace osu.Game.Skinning
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{
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public class SkinnableSound : SkinReloadableDrawable, IAdjustableAudioComponent
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{
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private readonly ISampleInfo[] hitSamples;
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2020-02-14 21:14:00 +08:00
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[Resolved]
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private ISampleStore samples { get; set; }
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private bool requestedPlaying;
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public override bool RemoveWhenNotAlive => false;
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public override bool RemoveCompletedTransforms => false;
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/// <summary>
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/// Whether to play the underlying sample when aggregate volume is zero.
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/// Note that this is checked at the point of calling <see cref="Play"/>; changing the volume post-play will not begin playback.
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/// Defaults to false unless <see cref="Looping"/>.
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/// </summary>
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/// <remarks>
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/// Can serve as an optimisation if it is known ahead-of-time that this behaviour is allowed in a given use case.
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/// </remarks>
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protected bool PlayWhenZeroVolume => Looping;
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private readonly AudioContainer<DrawableSample> samplesContainer;
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public SkinnableSound(ISampleInfo hitSamples)
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: this(new[] { hitSamples })
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{
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}
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public SkinnableSound(IEnumerable<ISampleInfo> hitSamples)
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{
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this.hitSamples = hitSamples.ToArray();
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InternalChild = samplesContainer = new AudioContainer<DrawableSample>();
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}
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private Bindable<bool> gameplayClockPaused;
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[BackgroundDependencyLoader(true)]
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private void load(GameplayClock gameplayClock)
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{
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// if in a gameplay context, pause sample playback when gameplay is paused.
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gameplayClockPaused = gameplayClock?.IsPaused.GetBoundCopy();
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gameplayClockPaused?.BindValueChanged(paused =>
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{
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if (requestedPlaying)
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{
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if (paused.NewValue)
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stop();
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// it's not easy to know if a sample has finished playing (to end).
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// to keep things simple only resume playing looping samples.
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else if (Looping)
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play();
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}
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});
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}
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private bool looping;
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public bool Looping
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{
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get => looping;
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set
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{
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if (value == looping) return;
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looping = value;
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samplesContainer.ForEach(c => c.Looping = looping);
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}
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}
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public void Play()
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{
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requestedPlaying = true;
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play();
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}
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private void play()
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{
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samplesContainer.ForEach(c =>
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{
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if (PlayWhenZeroVolume || c.AggregateVolume.Value > 0)
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c.Play();
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});
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}
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public void Stop()
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{
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requestedPlaying = false;
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stop();
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}
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private void stop()
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{
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samplesContainer.ForEach(c => c.Stop());
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}
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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bool wasPlaying = IsPlaying;
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var channels = hitSamples.Select(s =>
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{
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var ch = skin.GetSample(s);
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if (ch == null && allowFallback)
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{
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foreach (var lookup in s.LookupNames)
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{
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if ((ch = samples.Get($"Gameplay/{lookup}")) != null)
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break;
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}
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}
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if (ch != null)
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{
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ch.Looping = looping;
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ch.Volume.Value = s.Volume / 100.0;
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}
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return ch;
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}).Where(c => c != null);
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samplesContainer.ChildrenEnumerable = channels.Select(c => new DrawableSample(c));
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2020-09-19 10:54:06 +08:00
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// Start playback internally for the new samples if the previous ones were playing beforehand.
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if (wasPlaying)
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play();
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}
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#region Re-expose AudioContainer
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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)
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=> samplesContainer.AddAdjustment(type, adjustBindable);
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public void RemoveAdjustment(AdjustableProperty type, BindableNumber<double> adjustBindable)
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=> samplesContainer.RemoveAdjustment(type, adjustBindable);
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public void RemoveAllAdjustments(AdjustableProperty type)
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=> samplesContainer.RemoveAllAdjustments(type);
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public bool IsPlaying => samplesContainer.Any(s => s.Playing);
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#endregion
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}
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}
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