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osu-lazer/osu.Game.Rulesets.Taiko/Objects/Swell.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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#nullable disable
using System.Threading;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Judgements;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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public class Swell : TaikoHitObject, IHasDuration
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{
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public double EndTime
{
get => StartTime + Duration;
set => Duration = value - StartTime;
}
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public double Duration { get; set; }
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/// <summary>
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/// The number of hits required to complete the swell successfully.
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/// </summary>
public int RequiredHits = 10;
protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
{
base.CreateNestedHitObjects(cancellationToken);
for (int i = 0; i < RequiredHits; i++)
{
cancellationToken.ThrowIfCancellationRequested();
Propagate samples to drum roll/swell ticks for correct playback In d97daee96be2c10f90709cc30beceb1f369ae225, `DrumSampleTriggerSource` was changed such that in order to play sounds for the user's inputs, the bank of the normal sound would always be used. The problem is that in the case of taiko objects which have nested objects (swells and drum rolls), the samples were not propagated fully (drum rolls, where only the finish sample was kept, for the purposes of determining strongability), or not propagated at all (swells) to ticks. As ticks of both objects are valid return values of `GetMostValidHitObject()`, this would lead to the drum making no sounds if the next object was a drum roll or swell, until that drum roll or swell was completed. To fix, propagate the full set of samples, so that `DrumSampleTriggerSource` can retrieve the normal sound to copy the bank from. Note that this may not necessarily reproduce prior behaviour. This is because it is not guaranteed that all realised samples for a given hitobject have the same bank - some may have been overriden locally on a given hitobject. Previously, the bank would have been retrieved from the sample control point, wherein there is only one possible bank to use; however, when deciding the sound to play on the basis of a constructed hitobject, it is possible that there are cases wherein the hitnormal sample was overridden on that given hitobject, and in such cases, this PR would make samples _play_, but not necessarily the _same_ samples as prior to #23308. If that turns out to be the case, this will have to be revisited.
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AddNested(new SwellTick
{
Samples = Samples
});
}
}
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public override Judgement CreateJudgement() => new TaikoSwellJudgement();
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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}
}