mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 21:02:55 +08:00
Merge pull request #10373 from peppy/fix-hitobject-samples-cut-off
Don't stop non-looping samples immediately when pausing
This commit is contained in:
commit
0c93de858e
@ -19,12 +19,14 @@ namespace osu.Game.Tests.Visual.Editing
|
||||
public void TestSlidingSampleStopsOnSeek()
|
||||
{
|
||||
DrawableSlider slider = null;
|
||||
DrawableSample[] samples = null;
|
||||
DrawableSample[] loopingSamples = null;
|
||||
DrawableSample[] onceOffSamples = null;
|
||||
|
||||
AddStep("get first slider", () =>
|
||||
{
|
||||
slider = Editor.ChildrenOfType<DrawableSlider>().OrderBy(s => s.HitObject.StartTime).First();
|
||||
samples = slider.ChildrenOfType<DrawableSample>().ToArray();
|
||||
onceOffSamples = slider.ChildrenOfType<DrawableSample>().Where(s => !s.Looping).ToArray();
|
||||
loopingSamples = slider.ChildrenOfType<DrawableSample>().Where(s => s.Looping).ToArray();
|
||||
});
|
||||
|
||||
AddStep("start playback", () => EditorClock.Start());
|
||||
@ -34,14 +36,15 @@ namespace osu.Game.Tests.Visual.Editing
|
||||
if (!slider.Tracking.Value)
|
||||
return false;
|
||||
|
||||
if (!samples.Any(s => s.Playing))
|
||||
if (!loopingSamples.Any(s => s.Playing))
|
||||
return false;
|
||||
|
||||
EditorClock.Seek(20000);
|
||||
return true;
|
||||
});
|
||||
|
||||
AddAssert("slider samples are not playing", () => samples.Length == 5 && samples.All(s => s.Played && !s.Playing));
|
||||
AddAssert("non-looping samples are playing", () => onceOffSamples.Length == 4 && loopingSamples.All(s => s.Played || s.Playing));
|
||||
AddAssert("looping samples are not playing", () => loopingSamples.Length == 1 && loopingSamples.All(s => s.Played && !s.Playing));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -385,9 +385,14 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops playback of all samples. Automatically called when <see cref="DrawableHitObject{TObject}"/>'s lifetime has been exceeded.
|
||||
/// Stops playback of all relevant samples. Generally only looping samples should be stopped by this, and the rest let to play out.
|
||||
/// Automatically called when <see cref="DrawableHitObject{TObject}"/>'s lifetime has been exceeded.
|
||||
/// </summary>
|
||||
public virtual void StopAllSamples() => Samples?.Stop();
|
||||
public virtual void StopAllSamples()
|
||||
{
|
||||
if (Samples?.Looping == true)
|
||||
Samples.Stop();
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
@ -457,6 +462,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
foreach (var nested in NestedHitObjects)
|
||||
nested.OnKilled();
|
||||
|
||||
// failsafe to ensure looping samples don't get stuck in a playing state.
|
||||
// this could occur in a non-frame-stable context where DrawableHitObjects get killed before a SkinnableSound has the chance to be stopped.
|
||||
StopAllSamples();
|
||||
|
||||
UpdateResult(false);
|
||||
|
@ -34,21 +34,21 @@ namespace osu.Game.Skinning
|
||||
samplePlaybackDisabled.BindTo(samplePlaybackDisabler.SamplePlaybackDisabled);
|
||||
samplePlaybackDisabled.BindValueChanged(disabled =>
|
||||
{
|
||||
if (RequestedPlaying)
|
||||
if (!RequestedPlaying) return;
|
||||
|
||||
// let non-looping samples that have already been started play out to completion (sounds better than abruptly cutting off).
|
||||
if (!Looping) return;
|
||||
|
||||
if (disabled.NewValue)
|
||||
base.Stop();
|
||||
else
|
||||
{
|
||||
if (disabled.NewValue)
|
||||
base.Stop();
|
||||
// it's not easy to know if a sample has finished playing (to end).
|
||||
// to keep things simple only resume playing looping samples.
|
||||
else if (Looping)
|
||||
// schedule so we don't start playing a sample which is no longer alive.
|
||||
Schedule(() =>
|
||||
{
|
||||
// schedule so we don't start playing a sample which is no longer alive.
|
||||
Schedule(() =>
|
||||
{
|
||||
if (RequestedPlaying)
|
||||
base.Play();
|
||||
});
|
||||
}
|
||||
if (RequestedPlaying)
|
||||
base.Play();
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user