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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneGameplaySamplePlayback.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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#nullable disable
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Testing;
using osu.Game.Audio;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Screens.Play;
using osu.Game.Skinning;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneGameplaySamplePlayback : PlayerTestScene
{
[Test]
public void TestAllSamplesStopDuringSeek()
{
DrawableSlider slider = null;
PoolableSkinnableSample[] samples = null;
ISamplePlaybackDisabler sampleDisabler = null;
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AddUntilStep("get variables", () =>
{
sampleDisabler = Player;
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slider = Player.ChildrenOfType<DrawableSlider>().MinBy(s => s.HitObject.StartTime);
samples = slider?.ChildrenOfType<PoolableSkinnableSample>().ToArray();
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return slider != null;
});
AddUntilStep("wait for slider sliding then seek", () =>
{
if (!slider.Tracking.Value)
return false;
if (!samples.Any(s => s.Playing))
return false;
Player.ChildrenOfType<GameplayClockContainer>().First().Seek(40000);
return true;
});
AddAssert("sample playback disabled", () => sampleDisabler.SamplePlaybackDisabled.Value);
// because we are in frame stable context, it's quite likely that not all samples are "played" at this point.
// the important thing is that at least one started, and that sample has since stopped.
AddAssert("all looping samples stopped immediately", () => allStopped(allLoopingSounds));
AddUntilStep("all samples stopped eventually", () => allStopped(allSounds));
AddAssert("sample playback still disabled", () => sampleDisabler.SamplePlaybackDisabled.Value);
AddUntilStep("seek finished, sample playback enabled", () => !sampleDisabler.SamplePlaybackDisabled.Value);
AddUntilStep("any sample is playing", () => Player.ChildrenOfType<PausableSkinnableSound>().Any(s => s.IsPlaying));
}
private IEnumerable<PausableSkinnableSound> allSounds => Player.ChildrenOfType<PausableSkinnableSound>();
private IEnumerable<PausableSkinnableSound> allLoopingSounds => allSounds.Where(sound => sound.Looping);
private bool allStopped(IEnumerable<PausableSkinnableSound> sounds) => sounds.All(sound => !sound.IsPlaying);
protected override bool Autoplay => true;
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
}
}