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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;
using osu.Framework.Audio.Sample;
using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Audio;
namespace osu.Game.Skinning
{
public class SkinnableSound : SkinReloadableDrawable
{
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private readonly ISampleInfo[] hitSamples;
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private List<(AdjustableProperty property, BindableDouble bindable)> adjustments;
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private SampleChannel[] channels;
private ISampleStore samples;
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public SkinnableSound(IEnumerable<ISampleInfo> hitSamples)
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{
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this.hitSamples = hitSamples.ToArray();
}
public SkinnableSound(ISampleInfo hitSamples)
{
this.hitSamples = new[] { hitSamples };
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}
[BackgroundDependencyLoader]
private void load(ISampleStore samples)
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{
this.samples = samples;
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}
private bool looping;
public bool Looping
{
get => looping;
set
{
if (value == looping) return;
looping = value;
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channels?.ForEach(c => c.Looping = looping);
}
}
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public void Play() => channels?.ForEach(c => c.Play());
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public void Stop() => channels?.ForEach(c => c.Stop());
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public void AddAdjustment(AdjustableProperty type, BindableDouble adjustBindable)
{
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if (adjustments == null) adjustments = new List<(AdjustableProperty, BindableDouble)>();
adjustments.Add((type, adjustBindable));
channels?.ForEach(c => c.AddAdjustment(type, adjustBindable));
}
public void RemoveAdjustment(AdjustableProperty type, BindableDouble adjustBindable)
{
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adjustments?.Remove((type, adjustBindable));
channels?.ForEach(c => c.RemoveAdjustment(type, adjustBindable));
}
public override bool IsPresent => Scheduler.HasPendingTasks;
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
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channels = hitSamples.Select(s =>
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{
var ch = skin.GetSample(s);
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if (ch == null && allowFallback)
foreach (var lookup in s.LookupNames)
if ((ch = samples.Get($"Gameplay/{lookup}")) != null)
break;
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if (ch != null)
{
ch.Looping = looping;
ch.Volume.Value = s.Volume / 100.0;
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if (adjustments != null)
foreach (var adjustment in adjustments)
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ch.AddAdjustment(adjustment.property, adjustment.bindable);
}
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return ch;
}).Where(c => c != null).ToArray();
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}
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protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (channels != null)
foreach (var c in channels)
c.Dispose();
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}
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}
}