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osu-lazer/osu.Game/Rulesets/Mods/MetronomeBeat.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 osu.Framework.Audio;
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using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
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using osu.Game.Audio;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics.Containers;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.Mods
{
public class MetronomeBeat : BeatSyncedContainer, IAdjustableAudioComponent
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{
private readonly double firstHitTime;
private readonly PausableSkinnableSound sample;
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/// <param name="firstHitTime">Start time of the first hit object, used for providing a count down.</param>
public MetronomeBeat(double firstHitTime)
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{
this.firstHitTime = firstHitTime;
AllowMistimedEventFiring = false;
Divisor = 1;
InternalChild = sample = new PausableSkinnableSound(new SampleInfo("Gameplay/catch-banana"));
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}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
if (!IsBeatSyncedWithTrack) return;
int timeSignature = timingPoint.TimeSignature.Numerator;
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// play metronome from one measure before the first object.
if (BeatSyncSource.Clock?.CurrentTime < firstHitTime - timingPoint.BeatLength * timeSignature)
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return;
sample.Frequency.Value = beatIndex % timeSignature == 0 ? 1 : 0.5f;
sample.Play();
}
#region IAdjustableAudioComponent
public IBindable<double> AggregateVolume => sample.AggregateVolume;
public IBindable<double> AggregateBalance => sample.AggregateBalance;
public IBindable<double> AggregateFrequency => sample.AggregateFrequency;
public IBindable<double> AggregateTempo => sample.AggregateTempo;
public BindableNumber<double> Volume => sample.Volume;
public BindableNumber<double> Balance => sample.Balance;
public BindableNumber<double> Frequency => sample.Frequency;
public BindableNumber<double> Tempo => sample.Tempo;
public void BindAdjustments(IAggregateAudioAdjustment component)
{
sample.BindAdjustments(component);
}
public void UnbindAdjustments(IAggregateAudioAdjustment component)
{
sample.UnbindAdjustments(component);
}
public void AddAdjustment(AdjustableProperty type, IBindable<double> adjustBindable)
{
sample.AddAdjustment(type, adjustBindable);
}
public void RemoveAdjustment(AdjustableProperty type, IBindable<double> adjustBindable)
{
sample.RemoveAdjustment(type, adjustBindable);
}
public void RemoveAllAdjustments(AdjustableProperty type)
{
sample.RemoveAllAdjustments(type);
}
#endregion
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}
}