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Add slider "sliding" sample 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;
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using System.Linq;
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using osuTK;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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@ -11,6 +12,7 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Skinning;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Scoring;
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using osuTK.Graphics;
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using osu.Game.Skinning;
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@ -81,6 +83,41 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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foreach (var drawableHitObject in NestedHitObjects)
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drawableHitObject.AccentColour.Value = colour.NewValue;
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}, true);
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Tracking.BindValueChanged(updateSlidingSample);
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}
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private SkinnableSound slidingSample;
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protected override void LoadSamples()
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{
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base.LoadSamples();
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slidingSample?.Expire();
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var firstSample = HitObject.Samples.FirstOrDefault();
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if (firstSample != null)
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{
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var clone = HitObject.SampleControlPoint.ApplyTo(firstSample);
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clone.Name = "sliderslide";
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AddInternal(slidingSample = new SkinnableSound(clone)
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{
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Looping = true
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});
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}
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}
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private void updateSlidingSample(ValueChangedEvent<bool> tracking)
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{
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// note that samples will not start playing if exiting a seek operation in the middle of a slider.
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// may be something we want to address at a later point, but not so easy to make happen right now
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// (SkinnableSound would need to expose whether the sample is already playing and this logic would need to run in Update).
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if (tracking.NewValue && ShouldPlaySamples)
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slidingSample?.Play();
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else
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slidingSample?.Stop();
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}
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protected override void AddNestedHitObject(DrawableHitObject hitObject)
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@ -156,6 +193,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Tracking.Value = Ball.Tracking;
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if (Tracking.Value && slidingSample != null)
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// keep the sliding sample playing at the current tracking position
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slidingSample.Balance.Value = CalculateSamplePlaybackBalance(Ball.X / OsuPlayfield.BASE_SIZE.X);
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double completionProgress = Math.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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Ball.UpdateProgress(completionProgress);
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