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Move trigger source to own file
Having such a large nested class inside a small top level class is VERY confusing.
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@ -1,11 +1,8 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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@ -25,120 +22,5 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Argon
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protected override DrumSampleTriggerSource CreateTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance) =>
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new ArgonDrumSampleTriggerSource(hitObjectContainer, balance);
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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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}
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public override void Play(HitType hitType, bool strong)
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{
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TaikoHitObject? hitObject = GetMostValidObject() as TaikoHitObject;
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if (hitObject == null)
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return;
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var originalSample = hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL);
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// If the sample is provided by a legacy skin, we should not try and do anything special.
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if (skinSource.FindProvider(s => s.GetSample(originalSample) != null) is LegacySkinTransformer)
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{
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base.Play(hitType, strong);
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return;
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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 && 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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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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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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public class VolumeAwareHitSampleInfo : HitSampleInfo
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{
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public const int SAMPLE_VOLUME_THRESHOLD_HARD = 90;
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public const int SAMPLE_VOLUME_THRESHOLD_MEDIUM = 60;
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public VolumeAwareHitSampleInfo(HitSampleInfo sampleInfo, bool isStrong = false)
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: base(sampleInfo.Name, isStrong ? BANK_STRONG : getBank(sampleInfo.Bank, sampleInfo.Name, sampleInfo.Volume), sampleInfo.Suffix, sampleInfo.Volume)
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{
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}
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public override IEnumerable<string> LookupNames
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{
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get
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{
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foreach (string name in base.LookupNames)
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yield return name.Insert(name.LastIndexOf('/') + 1, "Argon/taiko-");
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}
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}
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private static string getBank(string originalBank, string sampleName, int volume)
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{
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// So basically we're overwriting mapper's bank intentions here.
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// The rationale is that most taiko beatmaps only use a single bank, but regularly adjust volume.
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switch (sampleName)
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{
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case HIT_NORMAL:
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case HIT_CLAP:
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{
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if (volume >= SAMPLE_VOLUME_THRESHOLD_HARD)
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return BANK_DRUM;
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if (volume >= SAMPLE_VOLUME_THRESHOLD_MEDIUM)
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return BANK_NORMAL;
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return BANK_SOFT;
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}
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default:
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return originalBank;
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}
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}
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}
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}
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}
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}
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@ -0,0 +1,129 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Skinning.Argon
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{
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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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}
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public override void Play(HitType hitType, bool strong)
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{
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TaikoHitObject? hitObject = GetMostValidObject() as TaikoHitObject;
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if (hitObject == null)
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return;
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var originalSample = hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL);
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// If the sample is provided by a legacy skin, we should not try and do anything special.
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if (skinSource.FindProvider(s => s.GetSample(originalSample) != null) is LegacySkinTransformer)
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{
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base.Play(hitType, strong);
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return;
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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 && 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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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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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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public class VolumeAwareHitSampleInfo : HitSampleInfo
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{
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public const int SAMPLE_VOLUME_THRESHOLD_HARD = 90;
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public const int SAMPLE_VOLUME_THRESHOLD_MEDIUM = 60;
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public VolumeAwareHitSampleInfo(HitSampleInfo sampleInfo, bool isStrong = false)
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: base(sampleInfo.Name, isStrong ? BANK_STRONG : getBank(sampleInfo.Bank, sampleInfo.Name, sampleInfo.Volume), sampleInfo.Suffix, sampleInfo.Volume)
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{
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}
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public override IEnumerable<string> LookupNames
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{
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get
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{
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foreach (string name in base.LookupNames)
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yield return name.Insert(name.LastIndexOf('/') + 1, "Argon/taiko-");
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}
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}
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private static string getBank(string originalBank, string sampleName, int volume)
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{
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// So basically we're overwriting mapper's bank intentions here.
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// The rationale is that most taiko beatmaps only use a single bank, but regularly adjust volume.
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switch (sampleName)
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{
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case HIT_NORMAL:
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case HIT_CLAP:
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{
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if (volume >= SAMPLE_VOLUME_THRESHOLD_HARD)
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return BANK_DRUM;
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if (volume >= SAMPLE_VOLUME_THRESHOLD_MEDIUM)
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return BANK_NORMAL;
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return BANK_SOFT;
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}
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default:
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return originalBank;
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}
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}
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}
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}
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}
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