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Add time-based flourish support
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@ -2,6 +2,7 @@
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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.Linq;
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using osu.Framework.Allocation;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Taiko.Objects;
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@ -18,12 +19,20 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Argon
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public partial class ArgonDrumSampleTriggerSource : DrumSampleTriggerSource
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{
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private readonly HitObjectContainer hitObjectContainer;
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[Resolved]
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private ISkinSource skinSource { get; set; } = null!;
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/// <summary>
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/// The minimum time to leave between flourishes that are added to strong rim hits.
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/// </summary>
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private const double time_between_flourishes = 2000;
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public ArgonDrumSampleTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance)
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: base(hitObjectContainer, balance)
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{
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this.hitObjectContainer = hitObjectContainer;
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// TODO: pool flourish sample
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}
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@ -44,21 +53,41 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Argon
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}
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// let the magic begin...
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var samplesToPlay = new List<ISampleInfo> { new VolumeAwareHitSampleInfo(originalSample, strong) };
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if (strong)
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if (strong && hitType == HitType.Rim && canPlayFlourish(hitObject))
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samplesToPlay.Add(new VolumeAwareHitSampleInfo(hitObject.CreateHitSampleInfo(HitSampleInfo.HIT_FLOURISH), true));
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PlaySamples(samplesToPlay.ToArray());
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}
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private bool canPlayFlourish(TaikoHitObject hitObject)
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{
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double? lastFlourish = null;
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// TODO: check on nested strong hits. we're not accounting for them here yet.
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var hitObjects = hitObjectContainer.AliveObjects
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.Reverse()
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.Select(d => d.HitObject)
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.OfType<Hit>()
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.Where(h => h.IsStrong && h.Type == HitType.Rim);
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// Add an additional 'flourish' sample to strong rim hits (that are at least `time_between_flourishes` apart).
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// This is applied to hitobjects in reverse order, as to sound more musically coherent by biasing towards to
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// end of groups/combos of strong rim hits instead of the start.
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foreach (var h in hitObjects)
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{
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PlaySamples(new ISampleInfo[]
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{
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new VolumeAwareHitSampleInfo(originalSample, true),
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// TODO: flourish should only play every time_between_flourishes.
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new VolumeAwareHitSampleInfo(hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_FLOURISH : string.Empty), true),
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new VolumeAwareHitSampleInfo(originalSample)
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});
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}
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else
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{
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PlaySamples(new ISampleInfo[] { new VolumeAwareHitSampleInfo(new VolumeAwareHitSampleInfo(originalSample)) });
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bool canFlourish = lastFlourish == null || lastFlourish - h.StartTime >= time_between_flourishes;
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if (canFlourish)
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lastFlourish = h.StartTime;
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if (h == hitObject)
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return canFlourish;
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}
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return false;
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}
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private class VolumeAwareHitSampleInfo : HitSampleInfo
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