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Merge pull request #1627 from FreezyLemon/taiko-hitsounds-fix
Taiko playing hitsounds on click/keydown, not only on hitobjects being hit.
This commit is contained in:
commit
40bb82fe75
@ -76,10 +76,10 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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Duration = endTime - HitObject.StartTime
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};
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hold.Head.Samples.Add(new SampleInfo
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{
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Name = SampleInfo.HIT_NORMAL
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});
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if (hold.Head.Samples == null)
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hold.Head.Samples = new SampleInfoList();
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hold.Head.Samples.Add(new SampleInfo { Name = SampleInfo.HIT_NORMAL });
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hold.Tail.Samples = HitObject.Samples;
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@ -57,7 +57,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Scale = s.Scale,
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ComboColour = s.ComboColour,
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Samples = s.Samples,
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SoundControlPoint = s.SoundControlPoint
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SampleControlPoint = s.SampleControlPoint
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})
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};
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@ -67,7 +67,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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validKeyPressed = HitActions.Contains(action);
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return UpdateJudgement(true);
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// Only count this as handled if the new judgement is a hit
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return UpdateJudgement(true) && Judgements.LastOrDefault()?.IsHit == true;
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}
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protected override void Update()
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@ -83,7 +83,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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return false;
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// Assume the intention was to hit the strong hit with both keys only if the first key is still being held down
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return firstKeyHeld && UpdateJudgement(true);
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return firstKeyHeld && UpdateJudgement(true) && Judgements.LastOrDefault()?.IsHit == true;
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}
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}
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}
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@ -16,10 +16,17 @@ using osu.Framework.Extensions.Color4Extensions;
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using System.Linq;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Framework.Input.Bindings;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using System.Collections.Generic;
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using osu.Game.Audio;
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using System;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public class TaikoPlayfield : ScrollingPlayfield
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public class TaikoPlayfield : ScrollingPlayfield, IKeyBindingHandler<TaikoAction>
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{
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/// <summary>
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/// Default height of a <see cref="TaikoPlayfield"/> when inside a <see cref="TaikoRulesetContainer"/>.
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@ -54,9 +61,13 @@ namespace osu.Game.Rulesets.Taiko.UI
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private readonly Box overlayBackground;
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private readonly Box background;
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public TaikoPlayfield()
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private readonly ControlPointInfo controlPointInfo;
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private Dictionary<SampleControlPoint, DrumSamples> drumSampleMappings;
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public TaikoPlayfield(ControlPointInfo controlPointInfo)
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: base(Axes.X)
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{
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this.controlPointInfo = controlPointInfo;
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AddRangeInternal(new Drawable[]
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{
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backgroundContainer = new Container
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@ -194,8 +205,19 @@ namespace osu.Game.Rulesets.Taiko.UI
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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private void load(OsuColour colours, AudioManager audio)
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{
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drumSampleMappings = new Dictionary<SampleControlPoint, DrumSamples>();
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foreach (var s in controlPointInfo.SamplePoints)
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{
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drumSampleMappings.Add(s,
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new DrumSamples
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{
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Centre = s.GetSampleInfo().GetChannel(audio.Sample),
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Rim = s.GetSampleInfo(SampleInfo.HIT_CLAP).GetChannel(audio.Sample)
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});
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}
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overlayBackgroundContainer.BorderColour = colours.Gray0;
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overlayBackground.Colour = colours.Gray1;
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@ -249,7 +271,9 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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topLevelHitContainer.Add(judgedObject.CreateProxy());
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}
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catch { }
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catch
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{
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}
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}
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hitExplosionContainer.Add(new HitExplosion(judgedObject, isRim));
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@ -258,5 +282,28 @@ namespace osu.Game.Rulesets.Taiko.UI
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kiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject, isRim));
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}
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}
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public bool OnPressed(TaikoAction action)
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{
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var samplePoint = controlPointInfo.SamplePointAt(Clock.CurrentTime);
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if (!drumSampleMappings.TryGetValue(samplePoint, out var samples))
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throw new InvalidOperationException("Current sample set not found.");
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if (action == TaikoAction.LeftCentre || action == TaikoAction.RightCentre)
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samples.Centre.Play();
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else
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samples.Rim.Play();
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return true;
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}
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public bool OnReleased(TaikoAction action) => false;
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private class DrumSamples
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{
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public SampleChannel Centre;
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public SampleChannel Rim;
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}
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}
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}
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@ -93,7 +93,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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public override PassThroughInputManager CreateInputManager() => new TaikoInputManager(Ruleset.RulesetInfo);
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protected override Playfield CreatePlayfield() => new TaikoPlayfield
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protected override Playfield CreatePlayfield() => new TaikoPlayfield(Beatmap.ControlPointInfo)
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft
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@ -146,8 +146,8 @@ namespace osu.Game.Tests.Beatmaps.Formats
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Assert.AreEqual(116999, difficultyPoint.Time);
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Assert.AreEqual(0.75000000000000189d, difficultyPoint.SpeedMultiplier);
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Assert.AreEqual(34, controlPoints.SoundPoints.Count);
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var soundPoint = controlPoints.SoundPoints[0];
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Assert.AreEqual(34, controlPoints.SamplePoints.Count);
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var soundPoint = controlPoints.SamplePoints[0];
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Assert.AreEqual(956, soundPoint.Time);
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Assert.AreEqual("soft", soundPoint.SampleBank);
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Assert.AreEqual(60, soundPoint.SampleVolume);
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@ -56,7 +56,7 @@ namespace osu.Game.Tests.Visual
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b.ControlPointInfo.EffectPoints.Add(new EffectControlPoint { Time = random.Next(0, length) });
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for (int i = 0; i < random.Next(1, 5); i++)
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b.ControlPointInfo.SoundPoints.Add(new SoundControlPoint { Time = random.Next(0, length) });
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b.ControlPointInfo.SamplePoints.Add(new SampleControlPoint { Time = random.Next(0, length) });
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b.BeatmapInfo.Bookmarks = new int[random.Next(10, 30)];
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for (int i = 0; i < b.BeatmapInfo.Bookmarks.Length; i++)
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@ -2,6 +2,7 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Framework.Audio.Sample;
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namespace osu.Game.Audio
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{
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@ -13,6 +14,13 @@ namespace osu.Game.Audio
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public const string HIT_NORMAL = @"hitnormal";
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public const string HIT_CLAP = @"hitclap";
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public SampleChannel GetChannel(SampleManager manager)
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{
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var channel = manager.Get($"Gameplay/{Bank}-{Name}");
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channel.Volume.Value = Volume / 100.0;
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return channel;
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}
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/// <summary>
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/// The bank to load the sample from.
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/// </summary>
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@ -28,7 +28,7 @@ namespace osu.Game.Beatmaps.ControlPoints
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/// All sound points.
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/// </summary>
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[JsonProperty]
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public SortedList<SoundControlPoint> SoundPoints { get; private set; } = new SortedList<SoundControlPoint>(Comparer<SoundControlPoint>.Default);
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public SortedList<SampleControlPoint> SamplePoints { get; private set; } = new SortedList<SampleControlPoint>(Comparer<SampleControlPoint>.Default);
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/// <summary>
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/// All effect points.
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@ -55,7 +55,7 @@ namespace osu.Game.Beatmaps.ControlPoints
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/// </summary>
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/// <param name="time">The time to find the sound control point at.</param>
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/// <returns>The sound control point.</returns>
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public SoundControlPoint SoundPointAt(double time) => binarySearch(SoundPoints, time);
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public SampleControlPoint SamplePointAt(double time) => binarySearch(SamplePoints, time, SamplePoints.FirstOrDefault());
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/// <summary>
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/// Finds the timing control point that is active at <paramref name="time"/>.
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34
osu.Game/Beatmaps/ControlPoints/SampleControlPoint.cs
Normal file
34
osu.Game/Beatmaps/ControlPoints/SampleControlPoint.cs
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@ -0,0 +1,34 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Audio;
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namespace osu.Game.Beatmaps.ControlPoints
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{
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public class SampleControlPoint : ControlPoint
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{
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public const string DEFAULT_BANK = "normal";
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/// <summary>
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/// The default sample bank at this control point.
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/// </summary>
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public string SampleBank = DEFAULT_BANK;
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/// <summary>
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/// The default sample volume at this control point.
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/// </summary>
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public int SampleVolume;
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/// <summary>
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/// Create a SampleInfo based on the sample settings in this control point.
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/// </summary>
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/// <param name="sampleName">The name of the same.</param>
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/// <returns>A populated <see cref="SampleInfo"/>.</returns>
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public SampleInfo GetSampleInfo(string sampleName = SampleInfo.HIT_NORMAL) => new SampleInfo
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{
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Bank = SampleBank,
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Name = sampleName,
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Volume = SampleVolume,
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};
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}
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}
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@ -1,20 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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namespace osu.Game.Beatmaps.ControlPoints
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{
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public class SoundControlPoint : ControlPoint
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{
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public const string DEFAULT_BANK = "normal";
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/// <summary>
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/// The default sample bank at this control point.
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/// </summary>
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public string SampleBank = DEFAULT_BANK;
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/// <summary>
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/// The default sample volume at this control point.
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/// </summary>
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public int SampleVolume;
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}
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}
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@ -313,7 +313,7 @@ namespace osu.Game.Beatmaps.Formats
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stringSampleSet = @"normal";
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DifficultyControlPoint difficultyPoint = beatmap.ControlPointInfo.DifficultyPointAt(time);
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SoundControlPoint soundPoint = beatmap.ControlPointInfo.SoundPointAt(time);
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SampleControlPoint samplePoint = beatmap.ControlPointInfo.SamplePointAt(time);
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EffectControlPoint effectPoint = beatmap.ControlPointInfo.EffectPointAt(time);
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if (timingChange)
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@ -336,9 +336,9 @@ namespace osu.Game.Beatmaps.Formats
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});
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}
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if (stringSampleSet != soundPoint.SampleBank || sampleVolume != soundPoint.SampleVolume)
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if (stringSampleSet != samplePoint.SampleBank || sampleVolume != samplePoint.SampleVolume)
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{
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beatmap.ControlPointInfo.SoundPoints.Add(new SoundControlPoint
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beatmap.ControlPointInfo.SamplePoints.Add(new SampleControlPoint
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{
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Time = time,
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SampleBank = stringSampleSet,
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@ -84,28 +84,29 @@ namespace osu.Game.Rulesets.Objects.Drawables
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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foreach (SampleInfo sample in HitObject.Samples)
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if (HitObject.Samples != null)
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{
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if (HitObject.SoundControlPoint == null)
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throw new ArgumentNullException(nameof(HitObject.SoundControlPoint), $"{nameof(HitObject)} must always have an attached {nameof(HitObject.SoundControlPoint)}.");
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if (HitObject.SampleControlPoint == null)
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throw new ArgumentNullException(nameof(HitObject.SampleControlPoint), $"{nameof(HitObject)} must always have an attached {nameof(HitObject.SampleControlPoint)}.");
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var bank = sample.Bank;
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if (string.IsNullOrEmpty(bank))
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bank = HitObject.SoundControlPoint.SampleBank;
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foreach (SampleInfo s in HitObject.Samples)
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{
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SampleInfo localSampleInfo = new SampleInfo
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{
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Bank = s.Bank ?? HitObject.SampleControlPoint.SampleBank,
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Name = s.Name,
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Volume = s.Volume > 0 ? s.Volume : HitObject.SampleControlPoint.SampleVolume
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};
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int volume = sample.Volume;
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if (volume == 0)
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volume = HitObject.SoundControlPoint.SampleVolume;
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SampleChannel channel = audio.Sample.Get($@"Gameplay/{bank}-{sample.Name}");
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SampleChannel channel = localSampleInfo.GetChannel(audio.Sample);
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if (channel == null)
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continue;
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channel.Volume.Value = volume;
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Samples.Add(channel);
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}
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}
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}
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protected override void LoadComplete()
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{
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@ -32,10 +32,10 @@ namespace osu.Game.Rulesets.Objects
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/// and can be treated as the default samples for the hit object.
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/// </para>
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/// </summary>
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public SampleInfoList Samples = new SampleInfoList();
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public SampleInfoList Samples;
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[JsonIgnore]
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public SoundControlPoint SoundControlPoint;
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public SampleControlPoint SampleControlPoint;
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/// <summary>
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/// Whether this <see cref="HitObject"/> is in Kiai time.
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@ -64,11 +64,11 @@ namespace osu.Game.Rulesets.Objects
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protected virtual void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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SoundControlPoint soundPoint = controlPointInfo.SoundPointAt(StartTime);
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SampleControlPoint samplePoint = controlPointInfo.SamplePointAt(StartTime);
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EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
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Kiai = effectPoint.KiaiMode;
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SoundControlPoint = soundPoint;
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SampleControlPoint = samplePoint;
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}
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protected virtual void CreateNestedHitObjects()
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@ -25,7 +25,7 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
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cpi.TimingPoints.ForEach(addTimingPoint);
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// Consider all non-timing points as the same type
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cpi.SoundPoints.Select(c => (ControlPoint)c)
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cpi.SamplePoints.Select(c => (ControlPoint)c)
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.Concat(cpi.EffectPoints)
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.Concat(cpi.DifficultyPoints)
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.Distinct()
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@ -258,7 +258,7 @@
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<Compile Include="Beatmaps\ControlPoints\ControlPointInfo.cs" />
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<Compile Include="Beatmaps\ControlPoints\DifficultyControlPoint.cs" />
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<Compile Include="Beatmaps\ControlPoints\EffectControlPoint.cs" />
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<Compile Include="Beatmaps\ControlPoints\SoundControlPoint.cs" />
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<Compile Include="Beatmaps\ControlPoints\SampleControlPoint.cs" />
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<Compile Include="Beatmaps\ControlPoints\TimingControlPoint.cs" />
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<Compile Include="Beatmaps\DifficultyCalculator.cs" />
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<Compile Include="Beatmaps\Drawables\BeatmapBackgroundSprite.cs" />
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