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osu-lazer/osu.Game/Rulesets/UI/GameplaySampleTriggerSource.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;
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using osu.Framework.Graphics.Containers;
using osu.Game.Audio;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Play;
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using osu.Game.Skinning;
namespace osu.Game.Rulesets.UI
{
/// <summary>
/// A component which can trigger the most appropriate hit sound for a given point in time, based on the state of a <see cref="HitObjectContainer"/>
/// </summary>
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public partial class GameplaySampleTriggerSource : CompositeDrawable
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{
/// <summary>
/// The number of concurrent samples allowed to be played concurrently so that it feels better when spam-pressing a key.
/// </summary>
private const int max_concurrent_hitsounds = OsuGameBase.SAMPLE_CONCURRENCY;
private readonly HitObjectContainer hitObjectContainer;
private int nextHitSoundIndex;
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private readonly Container<SkinnableSound> hitSounds;
private HitObjectLifetimeEntry? mostValidObject;
[Resolved]
private IGameplayClock? gameplayClock { get; set; }
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public GameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
{
this.hitObjectContainer = hitObjectContainer;
InternalChild = hitSounds = new Container<SkinnableSound>
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{
Name = "concurrent sample pool",
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ChildrenEnumerable = Enumerable.Range(0, max_concurrent_hitsounds).Select(_ => new PausableSkinnableSound())
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};
}
/// <summary>
/// Play the most appropriate hit sound for the current point in time.
/// </summary>
public virtual void Play()
{
HitObject? nextObject = GetMostValidObject();
if (nextObject == null)
return;
var samples = nextObject.Samples
.Cast<ISampleInfo>()
.ToArray();
PlaySamples(samples);
}
protected virtual void PlaySamples(ISampleInfo[] samples) => Schedule(() =>
{
var hitSound = getNextSample();
hitSound.Samples = samples;
hitSound.Play();
});
protected HitObject? GetMostValidObject()
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{
if (mostValidObject == null || isAlreadyHit(mostValidObject))
{
// We need to use lifetime entries to find the next object (we can't just use `hitObjectContainer.Objects` due to pooling - it may even be empty).
// If required, we can make this lookup more efficient by adding support to get next-future-entry in LifetimeEntryManager.
var candidate =
// Use alive entries first as an optimisation.
hitObjectContainer.AliveEntries.Select(tuple => tuple.Entry).Where(e => !isAlreadyHit(e)).MinBy(e => e.HitObject.StartTime)
?? hitObjectContainer.Entries.Where(e => !isAlreadyHit(e)).MinBy(e => e.HitObject.StartTime);
// In the case there are no non-judged objects, the last hit object should be used instead.
if (candidate == null)
{
mostValidObject = hitObjectContainer.Entries.LastOrDefault();
}
else
{
if (isCloseEnoughToCurrentTime(candidate.HitObject))
{
mostValidObject = candidate;
}
else
{
mostValidObject ??= hitObjectContainer.Entries.FirstOrDefault();
}
}
}
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if (mostValidObject == null)
return null;
// If the fallback has been judged then we want the sample from the object itself.
if (isAlreadyHit(mostValidObject))
return mostValidObject.HitObject;
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// Else we want the earliest valid nested.
// In cases of nested objects, they will always have earlier sample data than their parent object.
return getAllNested(mostValidObject.HitObject).OrderBy(h => h.GetEndTime()).SkipWhile(h => h.GetEndTime() <= getReferenceTime()).FirstOrDefault() ?? mostValidObject.HitObject;
}
private bool isAlreadyHit(HitObjectLifetimeEntry h) => h.Result?.HasResult == true;
private bool isCloseEnoughToCurrentTime(HitObject h) => getReferenceTime() >= h.StartTime - h.HitWindows.WindowFor(HitResult.Miss) * 2;
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private double getReferenceTime() => gameplayClock?.CurrentTime ?? Clock.CurrentTime;
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private IEnumerable<HitObject> getAllNested(HitObject hitObject)
{
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foreach (var h in hitObject.NestedHitObjects)
{
yield return h;
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foreach (var n in getAllNested(h))
yield return n;
}
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}
private SkinnableSound getNextSample()
{
SkinnableSound hitSound = hitSounds[nextHitSoundIndex];
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// round robin over available samples to allow for concurrent playback.
nextHitSoundIndex = (nextHitSoundIndex + 1) % max_concurrent_hitsounds;
return hitSound;
}
}
}