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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;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Audio;
namespace osu.Game.Skinning
{
public class SkinnableSound : SkinReloadableDrawable
{
private readonly SampleInfo[] samples;
private SampleChannel[] channels;
private AudioManager audio;
public SkinnableSound(params SampleInfo[] samples)
{
this.samples = samples;
}
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
this.audio = audio;
}
public void Play() => channels?.ForEach(c => c.Play());
public override bool IsPresent => false; // We don't need to receive updates.
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
channels = samples.Select(s =>
{
var ch = loadChannel(s, skin.GetSample);
if (ch == null && allowFallback)
ch = loadChannel(s, audio.Samples.Get);
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return ch;
}).Where(c => c != null).ToArray();
}
private SampleChannel loadChannel(SampleInfo info, Func<string, SampleChannel> getSampleFunction)
{
foreach (var lookup in info.LookupNames)
{
var ch = getSampleFunction($"Gameplay/{lookup}");
if (ch == null)
continue;
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ch.Volume.Value = info.Volume / 100.0;
return ch;
}
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return null;
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}
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protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
foreach (var c in channels)
c.Dispose();
}
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}
}