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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;
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;
using osu.Framework.Graphics.Audio;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Transforms;
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using osu.Game.Audio;
namespace osu.Game.Skinning
{
public class SkinnableSound : SkinReloadableDrawable
{
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private readonly ISampleInfo[] hitSamples;
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[Resolved]
private ISampleStore samples { get; set; }
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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;
private readonly AudioContainer<DrawableSample> samplesContainer;
public BindableNumber<double> Volume => samplesContainer.Volume;
public BindableNumber<double> Balance => samplesContainer.Balance;
public BindableNumber<double> Frequency => samplesContainer.Frequency;
public BindableNumber<double> Tempo => samplesContainer.Tempo;
/// <summary>
/// Smoothly adjusts <see cref="Volume"/> over time.
/// </summary>
/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
public TransformSequence<DrawableAudioWrapper> VolumeTo(double newVolume, double duration = 0, Easing easing = Easing.None) =>
samplesContainer.VolumeTo(newVolume, duration, easing);
/// <summary>
/// Smoothly adjusts <see cref="Balance"/> over time.
/// </summary>
/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
public TransformSequence<DrawableAudioWrapper> BalanceTo(double newBalance, double duration = 0, Easing easing = Easing.None) =>
samplesContainer.BalanceTo(newBalance, duration, easing);
/// <summary>
/// Smoothly adjusts <see cref="Frequency"/> over time.
/// </summary>
/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
public TransformSequence<DrawableAudioWrapper> FrequencyTo(double newFrequency, double duration = 0, Easing easing = Easing.None) =>
samplesContainer.FrequencyTo(newFrequency, duration, easing);
/// <summary>
/// Smoothly adjusts <see cref="Tempo"/> over time.
/// </summary>
/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
public TransformSequence<DrawableAudioWrapper> TempoTo(double newTempo, double duration = 0, Easing easing = Easing.None) =>
samplesContainer.TempoTo(newTempo, duration, easing);
public bool Looping
{
get => looping;
set
{
if (value == looping) return;
looping = value;
samplesContainer.ForEach(c => c.Looping = looping);
}
}
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public void Play() => samplesContainer.ForEach(c =>
{
if (c.AggregateVolume.Value > 0)
c.Play();
});
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public void Stop() => samplesContainer.ForEach(c => c.Stop());
public override bool IsPresent => Scheduler.HasPendingTasks;
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
bool wasPlaying = samplesContainer.Any(s => s.Playing);
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));
if (wasPlaying)
Play();
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}
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}
}