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Add back missing sample fallback to default skin
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@ -57,7 +57,7 @@ namespace osu.Game.Rulesets.UI
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private TextureStore textureStore;
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private ISampleStore sampleStore;
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private ISampleStore localSampleStore;
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/// <summary>
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/// The playfield.
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@ -158,8 +158,8 @@ namespace osu.Game.Rulesets.UI
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textureStore.AddStore(dependencies.Get<TextureStore>());
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dependencies.Cache(textureStore);
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sampleStore = dependencies.Get<AudioManager>().GetSampleStore(new NamespacedResourceStore<byte[]>(resources, "Samples"));
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dependencies.CacheAs(sampleStore);
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localSampleStore = dependencies.Get<AudioManager>().GetSampleStore(new NamespacedResourceStore<byte[]>(resources, "Samples"));
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dependencies.CacheAs(new FallbackSampleStore(localSampleStore, dependencies.Get<ISampleStore>()));
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}
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onScreenDisplay = dependencies.Get<OnScreenDisplay>();
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@ -334,6 +334,8 @@ namespace osu.Game.Rulesets.UI
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{
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base.Dispose(isDisposing);
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localSampleStore?.Dispose();
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if (Config != null)
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{
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onScreenDisplay?.StopTracking(this, Config);
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64
osu.Game/Rulesets/UI/FallbackSampleStore.cs
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64
osu.Game/Rulesets/UI/FallbackSampleStore.cs
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@ -0,0 +1,64 @@
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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.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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namespace osu.Game.Rulesets.UI
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{
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public class FallbackSampleStore : ISampleStore
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{
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private readonly ISampleStore primary;
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private readonly ISampleStore secondary;
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public FallbackSampleStore(ISampleStore primary, ISampleStore secondary)
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{
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this.primary = primary;
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this.secondary = secondary;
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}
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public void Dispose()
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{
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primary.Dispose();
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secondary.Dispose();
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}
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public SampleChannel Get(string name) => primary.Get(name) ?? secondary.Get(name);
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public Task<SampleChannel> GetAsync(string name) => primary.GetAsync(name) ?? secondary.GetAsync(name);
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public Stream GetStream(string name) => primary.GetStream(name) ?? secondary.GetStream(name);
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public IEnumerable<string> GetAvailableResources() => primary.GetAvailableResources().Concat(secondary.GetAvailableResources());
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public void AddAdjustment(AdjustableProperty type, BindableDouble adjustBindable)
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{
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primary.AddAdjustment(type, adjustBindable);
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secondary.AddAdjustment(type, adjustBindable);
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}
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public void RemoveAdjustment(AdjustableProperty type, BindableDouble adjustBindable)
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{
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primary.RemoveAdjustment(type, adjustBindable);
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primary.RemoveAdjustment(type, adjustBindable);
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}
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public BindableDouble Volume => primary.Volume;
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public BindableDouble Balance => primary.Balance;
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public BindableDouble Frequency => primary.Frequency;
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public int PlaybackConcurrency
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{
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get => primary.PlaybackConcurrency;
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set => primary.PlaybackConcurrency = value;
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}
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}
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}
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