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Fix hit samples playing while paused / seeking in the editor
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@ -360,7 +360,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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}
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[Resolved(canBeNull: true)]
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private GameplayClock gameplayClock { get; set; }
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private ISeekableClock seekableClock { get; set; }
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/// <summary>
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/// Calculate the position to be used for sample playback at a specified X position (0..1).
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@ -377,7 +377,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// <summary>
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/// Whether samples should currently be playing. Will be false during seek operations.
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/// </summary>
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protected bool ShouldPlaySamples => gameplayClock?.IsSeeking != true;
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protected bool ShouldPlaySamples => seekableClock?.IsSeeking != true;
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/// <summary>
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/// Plays all the hit sounds for this <see cref="DrawableHitObject"/>.
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@ -107,6 +107,7 @@ namespace osu.Game.Screens.Edit
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UpdateClockSource();
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dependencies.CacheAs(clock);
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dependencies.CacheAs<ISeekableClock>(clock);
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AddInternal(clock);
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// todo: remove caching of this and consume via editorBeatmap?
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@ -7,17 +7,18 @@ using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Transforms;
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using osu.Framework.Utils;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Screens.Play;
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namespace osu.Game.Screens.Edit
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{
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/// <summary>
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/// A decoupled clock which adds editor-specific functionality, such as snapping to a user-defined beat divisor.
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/// </summary>
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public class EditorClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock
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public class EditorClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock, ISeekableClock
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{
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public IBindable<Track> Track => track;
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@ -211,8 +212,25 @@ namespace osu.Game.Screens.Edit
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private const double transform_time = 300;
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public bool IsSeeking { get; private set; }
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protected override void Update()
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{
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base.Update();
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if (IsSeeking)
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{
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// we are either running a seek tween or doing an immediate seek.
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// in the case of an immediate seek the seeking bool will be set to false after one update.
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// this allows for silencing hit sounds and the likes.
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IsSeeking = Transforms.Any();
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}
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}
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public void SeekTo(double seekDestination)
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{
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IsSeeking = true;
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if (IsRunning)
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Seek(seekDestination);
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else
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@ -14,7 +14,7 @@ namespace osu.Game.Screens.Play
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/// <see cref="IFrameBasedClock"/>, as this should only be done once to ensure accuracy.
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/// </remarks>
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/// </summary>
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public class GameplayClock : IFrameBasedClock
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public class GameplayClock : IFrameBasedClock, ISeekableClock
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{
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private readonly IFrameBasedClock underlyingClock;
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13
osu.Game/Screens/Play/ISeekableClock.cs
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13
osu.Game/Screens/Play/ISeekableClock.cs
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@ -0,0 +1,13 @@
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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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namespace osu.Game.Screens.Play
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{
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public interface ISeekableClock
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{
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/// <summary>
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/// Whether an ongoing seek operation is active.
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/// </summary>
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bool IsSeeking { get; }
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}
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}
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