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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:
Dan Balasescu 2020-10-05 17:13:11 +09:00 committed by GitHub
commit 0c93de858e
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3 changed files with 29 additions and 19 deletions

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@ -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));
}
}
}

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@ -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);

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@ -34,13 +34,14 @@ 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();
// 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)
else
{
// schedule so we don't start playing a sample which is no longer alive.
Schedule(() =>
@ -49,7 +50,6 @@ namespace osu.Game.Skinning
base.Play();
});
}
}
});
}
}