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osu-lazer/osu.Game/Rulesets/Mods/ModTimeRamp.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.
using System;
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using System.Linq;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Audio;
using osu.Game.Beatmaps;
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using osu.Game.Configuration;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Mods
{
public abstract class ModTimeRamp : Mod, IUpdatableByPlayfield, IApplicableToBeatmap, IApplicableToRate
{
/// <summary>
/// The point in the beatmap at which the final ramping rate should be reached.
/// </summary>
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public const double FINAL_RATE_PROGRESS = 0.75f;
[SettingSource("Initial rate", "The starting speed of the track")]
public abstract BindableNumber<double> InitialRate { get; }
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[SettingSource("Final rate", "The final speed to ramp to")]
public abstract BindableNumber<double> FinalRate { get; }
[SettingSource("Adjust pitch", "Should pitch be adjusted with speed")]
public abstract BindableBool AdjustPitch { get; }
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public override bool IsPlayable(ModUsage usage) => usage != ModUsage.MultiplayerLocal;
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public override Type[] IncompatibleMods => new[] { typeof(ModRateAdjust), typeof(ModAdaptiveSpeed) };
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public override string SettingDescription => $"{InitialRate.Value:N2}x to {FinalRate.Value:N2}x";
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private double finalRateTime;
private double beginRampTime;
public BindableNumber<double> SpeedChange { get; } = new BindableDouble
{
Default = 1,
Value = 1,
Precision = 0.01,
};
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private ITrack track;
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protected ModTimeRamp()
{
// for preview purpose at song select. eventually we'll want to be able to update every frame.
FinalRate.BindValueChanged(val => applyRateAdjustment(double.PositiveInfinity), true);
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AdjustPitch.BindValueChanged(applyPitchAdjustment);
}
public void ApplyToTrack(ITrack track)
{
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this.track = track;
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FinalRate.TriggerChange();
AdjustPitch.TriggerChange();
}
public void ApplyToSample(DrawableSample sample)
{
sample.AddAdjustment(AdjustableProperty.Frequency, SpeedChange);
}
public virtual void ApplyToBeatmap(IBeatmap beatmap)
{
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SpeedChange.SetDefault();
double firstObjectStart = beatmap.HitObjects.FirstOrDefault()?.StartTime ?? 0;
double lastObjectEnd = beatmap.HitObjects.LastOrDefault()?.GetEndTime() ?? 0;
beginRampTime = firstObjectStart;
finalRateTime = firstObjectStart + FINAL_RATE_PROGRESS * (lastObjectEnd - firstObjectStart);
}
public double ApplyToRate(double time, double rate = 1)
{
double amount = (time - beginRampTime) / Math.Max(1, finalRateTime - beginRampTime);
double ramp = InitialRate.Value + (FinalRate.Value - InitialRate.Value) * Math.Clamp(amount, 0, 1);
// round the end result to match the bindable SpeedChange's precision, in case this is called externally.
return rate * Math.Round(ramp, 2);
}
public virtual void Update(Playfield playfield)
{
applyRateAdjustment(track.CurrentTime);
}
/// <summary>
/// Adjust the rate along the specified ramp.
/// </summary>
private void applyRateAdjustment(double time) => SpeedChange.Value = ApplyToRate(time);
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private void applyPitchAdjustment(ValueChangedEvent<bool> adjustPitchSetting)
{
// remove existing old adjustment
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track?.RemoveAdjustment(adjustmentForPitchSetting(adjustPitchSetting.OldValue), SpeedChange);
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track?.AddAdjustment(adjustmentForPitchSetting(adjustPitchSetting.NewValue), SpeedChange);
}
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private AdjustableProperty adjustmentForPitchSetting(bool adjustPitchSettingValue)
=> adjustPitchSettingValue ? AdjustableProperty.Frequency : AdjustableProperty.Tempo;
}
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}