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88 lines
2.9 KiB
C#
88 lines
2.9 KiB
C#
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Audio;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Audio;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneSkinnableSound : OsuTestScene
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{
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[Cached]
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private GameplayClock gameplayClock = new GameplayClock(new FramedClock());
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private SkinnableSound skinnableSounds;
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[SetUp]
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public void SetUp()
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{
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Children = new Drawable[]
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{
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new Container
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{
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Clock = gameplayClock,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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skinnableSounds = new SkinnableSound(new SampleInfo("normal-sliderslide"))
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{
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Looping = true
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}
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}
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},
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};
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}
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[Test]
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public void TestStoppedSoundDoesntResumeAfterPause()
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{
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DrawableSample sample = null;
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AddStep("start sample", () =>
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{
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skinnableSounds.Play();
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sample = skinnableSounds.ChildrenOfType<DrawableSample>().First();
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});
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AddUntilStep("wait for sample to start playing", () => sample.Playing);
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AddStep("stop sample", () => skinnableSounds.Stop());
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AddUntilStep("wait for sample to stop playing", () => !sample.Playing);
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AddStep("pause gameplay clock", () => gameplayClock.IsPaused.Value = true);
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AddStep("resume gameplay clock", () => gameplayClock.IsPaused.Value = false);
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AddWaitStep("wait a bit", 5);
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AddAssert("sample not playing", () => !sample.Playing);
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}
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[Test]
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public void TestLoopingSoundResumesAfterPause()
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{
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DrawableSample sample = null;
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AddStep("start sample", () =>
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{
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skinnableSounds.Play();
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sample = skinnableSounds.ChildrenOfType<DrawableSample>().First();
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});
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AddUntilStep("wait for sample to start playing", () => sample.Playing);
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AddStep("pause gameplay clock", () => gameplayClock.IsPaused.Value = true);
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AddUntilStep("wait for sample to stop playing", () => !sample.Playing);
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AddStep("resume gameplay clock", () => gameplayClock.IsPaused.Value = false);
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AddUntilStep("wait for sample to start playing", () => sample.Playing);
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}
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}
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}
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