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Add debounce to notification sample playback logic
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@ -9,6 +9,7 @@ using osu.Game.Overlays.Notifications;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Graphics.Containers;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Localisation;
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using osu.Framework.Threading;
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@ -29,6 +30,9 @@ namespace osu.Game.Overlays
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private FlowContainer<NotificationSection> sections;
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[Resolved]
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private AudioManager audio { get; set; }
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[BackgroundDependencyLoader]
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private void load()
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{
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@ -104,6 +108,8 @@ namespace osu.Game.Overlays
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private bool processingPosts = true;
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private double? lastSamplePlayback;
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/// <summary>
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/// Post a new notification for display.
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/// </summary>
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@ -126,6 +132,7 @@ namespace osu.Game.Overlays
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Show();
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updateCounts();
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playDebouncedSample(notification.PopInSampleName);
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});
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protected override void Update()
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@ -154,7 +161,23 @@ namespace osu.Game.Overlays
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this.FadeTo(0, TRANSITION_LENGTH, Easing.OutQuint);
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}
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private void notificationClosed() => updateCounts();
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private void notificationClosed()
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{
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updateCounts();
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// this debounce is currently shared between popin/popout sounds, which means one could potentially not play when the user is expecting it.
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// popout is constant across all notification types, and should therefore be handled using playback concurrency instead, but seems broken at the moment.
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playDebouncedSample("UI/overlay-pop-out");
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}
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private void playDebouncedSample(string sampleName)
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{
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if (lastSamplePlayback == null || Time.Current - lastSamplePlayback > 50)
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{
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audio.Samples.Get(sampleName)?.Play();
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lastSamplePlayback = Time.Current;
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}
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}
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private void updateCounts()
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{
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@ -3,20 +3,18 @@
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Game.Graphics;
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using osuTK;
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using osuTK.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Overlays.Notifications
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{
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@ -42,10 +40,7 @@ namespace osu.Game.Overlays.Notifications
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/// </summary>
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public virtual bool DisplayOnTop => true;
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private Sample samplePopIn;
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private Sample samplePopOut;
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protected virtual string PopInSampleName => "UI/notification-pop-in";
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protected virtual string PopOutSampleName => "UI/overlay-pop-out"; // TODO: replace with a unique sample?
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public virtual string PopInSampleName => "UI/notification-pop-in";
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protected NotificationLight Light;
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private readonly CloseButton closeButton;
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@ -114,7 +109,7 @@ namespace osu.Game.Overlays.Notifications
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closeButton = new CloseButton
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{
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Alpha = 0,
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Action = () => Close(),
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Action = Close,
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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Margin = new MarginPadding
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@ -127,13 +122,6 @@ namespace osu.Game.Overlays.Notifications
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});
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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samplePopIn = audio.Samples.Get(PopInSampleName);
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samplePopOut = audio.Samples.Get(PopOutSampleName);
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}
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protected override bool OnHover(HoverEvent e)
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{
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closeButton.FadeIn(75);
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@ -158,8 +146,6 @@ namespace osu.Game.Overlays.Notifications
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{
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base.LoadComplete();
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samplePopIn?.Play();
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this.FadeInFromZero(200);
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NotificationContent.MoveToX(DrawSize.X);
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NotificationContent.MoveToX(0, 500, Easing.OutQuint);
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@ -167,15 +153,12 @@ namespace osu.Game.Overlays.Notifications
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public bool WasClosed;
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public virtual void Close(bool playSound = true)
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public virtual void Close()
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{
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if (WasClosed) return;
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WasClosed = true;
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if (playSound)
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samplePopOut?.Play();
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Closed?.Invoke();
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this.FadeOut(100);
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Expire();
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@ -110,12 +110,7 @@ namespace osu.Game.Overlays.Notifications
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private void clearAll()
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{
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bool first = true;
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notifications.Children.ForEach(c =>
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{
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c.Close(first);
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first = false;
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});
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notifications.Children.ForEach(c => c.Close());
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}
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protected override void Update()
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@ -150,12 +150,12 @@ namespace osu.Game.Overlays.Notifications
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colourCancelled = colours.Red;
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}
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public override void Close(bool playSound = true)
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public override void Close()
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{
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switch (State)
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{
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case ProgressNotificationState.Cancelled:
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base.Close(playSound);
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base.Close();
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break;
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case ProgressNotificationState.Active:
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@ -7,7 +7,7 @@ namespace osu.Game.Overlays.Notifications
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{
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public class SimpleErrorNotification : SimpleNotification
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{
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protected override string PopInSampleName => "UI/error-notification-pop-in";
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public override string PopInSampleName => "UI/error-notification-pop-in";
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public SimpleErrorNotification()
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{
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