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Adjust ducking API to use a parameters record
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@ -24,7 +24,7 @@ namespace osu.Game.Collections
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protected override string PopInSampleName => @"UI/overlay-big-pop-in";
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protected override string PopOutSampleName => @"UI/overlay-big-pop-out";
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private IDisposable? audioDucker;
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private IDisposable? duckOperation;
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[Resolved]
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private MusicController? musicController { get; set; }
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@ -120,12 +120,17 @@ namespace osu.Game.Collections
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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audioDucker?.Dispose();
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duckOperation?.Dispose();
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}
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protected override void PopIn()
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{
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audioDucker = musicController?.Duck(100, 1f, unduckDuration: 100);
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duckOperation = musicController?.Duck(new DuckParameters
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{
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DuckDuration = 100,
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DuckVolumeTo = 1,
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RestoreDuration = 100,
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});
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this.FadeIn(enter_duration, Easing.OutQuint);
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this.ScaleTo(0.9f).Then().ScaleTo(1f, enter_duration, Easing.OutQuint);
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@ -135,7 +140,7 @@ namespace osu.Game.Collections
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{
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base.PopOut();
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audioDucker?.Dispose();
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duckOperation?.Dispose();
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this.FadeOut(exit_duration, Easing.OutQuint);
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this.ScaleTo(0.9f, exit_duration);
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@ -32,7 +32,7 @@ namespace osu.Game.Overlays
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|| dialogContainer.Children.Count > 0;
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[CanBeNull]
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private IDisposable audioDucker;
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private IDisposable duckOperation;
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public DialogOverlay()
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{
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@ -53,7 +53,7 @@ namespace osu.Game.Overlays
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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audioDucker?.Dispose();
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duckOperation?.Dispose();
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}
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public void Push(PopupDialog dialog)
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@ -106,13 +106,18 @@ namespace osu.Game.Overlays
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protected override void PopIn()
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{
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audioDucker = musicController.Duck(100, 1f, unduckDuration: 100);
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duckOperation = musicController?.Duck(new DuckParameters
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{
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DuckDuration = 100,
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DuckVolumeTo = 1,
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RestoreDuration = 100,
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});
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}
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protected override void PopOut()
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{
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base.PopOut();
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audioDucker?.Dispose();
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duckOperation?.Dispose();
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// PopOut gets called initially, but we only want to hide dialog when we have been loaded and are present.
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if (IsLoaded && CurrentDialog?.State.Value == Visibility.Visible)
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@ -8,7 +8,6 @@ using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Audio;
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using osu.Framework.Graphics.Containers;
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@ -263,49 +262,25 @@ namespace osu.Game.Overlays
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/// <summary>
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/// Attenuates the volume and/or filters the currently playing track.
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/// </summary>
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/// <param name="duration">Duration of the ducking transition, in ms.</param>
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/// <param name="duckVolumeTo">Level to drop volume to (1.0 = 100%).</param>
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/// <param name="duckCutoffTo">Cutoff frequency to drop `AudioFilter` to. Use `null` to skip filter effect.</param>
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/// <param name="easing">Easing for the ducking transition.</param>
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/// <param name="unduckDuration">Duration of the unducking transition, in ms.</param>
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/// <param name="unduckEasing">Easing for the unducking transition.</param>
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public IDisposable? Duck(int duration = 0, float duckVolumeTo = 0.25f, int? duckCutoffTo = 300, Easing easing = Easing.Out, int unduckDuration = 500, Easing unduckEasing = Easing.In)
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public IDisposable? Duck(DuckParameters? parameters = null)
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{
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parameters ??= new DuckParameters();
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if (audioDuckActive) return null;
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audioDuckActive = true;
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Schedule(() =>
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{
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if (duckCutoffTo.IsNotNull())
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audioDuckFilter?.CutoffTo((int)duckCutoffTo, duration, easing);
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if (parameters.DuckCutoffTo != null)
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audioDuckFilter?.CutoffTo(parameters.DuckCutoffTo.Value, parameters.DuckDuration, parameters.DuckEasing);
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this.TransformBindableTo(audioDuckVolume, duckVolumeTo, duration, easing);
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this.TransformBindableTo(audioDuckVolume, parameters.DuckVolumeTo, parameters.DuckDuration, parameters.DuckEasing);
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});
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return new InvokeOnDisposal(() => unduck(unduckDuration, unduckEasing));
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}
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return new InvokeOnDisposal(restoreDucking);
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/// <summary>
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/// A convenience method that ducks the currently playing track, then after a delay, unducks it.
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/// </summary>
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/// <param name="delay">Delay after audio is ducked before unducking begins, in ms.</param>
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/// <param name="unduckDuration">Duration of the unducking transition, in ms.</param>
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/// <param name="unduckEasing">Easing for the unducking transition.</param>
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/// <param name="duckVolumeTo">Level to drop volume to (1.0 = 100%).</param>
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/// <param name="duckCutoffTo">Cutoff frequency to drop `AudioFilter` to. Use `null` to skip filter effect.</param>
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/// <param name="duckDuration">Duration of the ducking transition, in ms.</param>
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/// <param name="duckEasing">Easing for the ducking transition.</param>
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public void DuckMomentarily(int delay, int unduckDuration = 500, Easing unduckEasing = Easing.In, float duckVolumeTo = 0.25f, int? duckCutoffTo = 300, int duckDuration = 0,
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Easing duckEasing = Easing.Out)
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{
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if (audioDuckActive) return;
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Duck(duckDuration, duckVolumeTo, duckCutoffTo, duckEasing);
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Scheduler.AddDelayed(() => unduck(unduckDuration, unduckEasing), delay);
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}
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private void unduck(int duration, Easing easing)
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void restoreDucking()
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{
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if (!audioDuckActive) return;
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@ -313,10 +288,28 @@ namespace osu.Game.Overlays
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Schedule(() =>
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{
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audioDuckFilter?.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF, duration, easing);
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this.TransformBindableTo(audioDuckVolume, 1, duration, easing);
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audioDuckFilter?.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF, parameters.RestoreDuration, parameters.RestoreEasing);
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this.TransformBindableTo(audioDuckVolume, 1, parameters.RestoreDuration, parameters.RestoreEasing);
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});
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}
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}
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/// <summary>
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/// A convenience method that ducks the currently playing track, then after a delay, restores automatically.
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/// </summary>
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/// <param name="delayUntilRestore">A delay in milliseconds which defines how long to delay restoration after ducking completes.</param>
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/// <param name="parameters">Parameters defining the ducking operation.</param>
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public void DuckMomentarily(double delayUntilRestore, DuckParameters? parameters = null)
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{
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parameters ??= new DuckParameters();
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IDisposable? duckOperation = Duck(parameters);
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if (duckOperation == null)
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return;
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Scheduler.AddDelayed(() => duckOperation.Dispose(), delayUntilRestore);
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}
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private bool next()
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{
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@ -491,6 +484,45 @@ namespace osu.Game.Overlays
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}
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}
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public record DuckParameters
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{
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/// <summary>
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/// The duration of the ducking transition in milliseconds.
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/// Defaults to no duration (immediate ducking).
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/// </summary>
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public double DuckDuration = 0;
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/// <summary>
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/// The final volume which should be reached during ducking, when 0 is silent and 1 is original volume.
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/// Defaults to 25%.
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/// </summary>
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public float DuckVolumeTo = 0.25f;
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/// <summary>
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/// The low-pass cutoff frequency which should be reached during ducking. Use `null` to skip filter effect.
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/// Defaults to 300 Hz.
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/// </summary>
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public int? DuckCutoffTo = 300;
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/// <summary>
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/// The easing curve to be applied during ducking.
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/// Defaults to <see cref="Easing.Out"/>.
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/// </summary>
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public Easing DuckEasing = Easing.Out;
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/// <summary>
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/// The duration of the restoration transition in milliseconds.
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/// Defaults to 500 ms.
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/// </summary>
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public double RestoreDuration = 500;
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/// <summary>
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/// The easing curve to be applied during restoration.
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/// Defaults to <see cref="Easing.In"/>.
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/// </summary>
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public Easing RestoreEasing = Easing.In;
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}
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public enum TrackChangeDirection
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{
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None,
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