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Adjust logic to avoid creating List<>
each playback
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@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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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.UI;
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@ -23,18 +22,20 @@ namespace osu.Game.Rulesets.Taiko.UI
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if (hitObject == null)
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return;
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List<ISampleInfo> samplesToPlay = new List<ISampleInfo>
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{
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hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL)
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};
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var baseSample = hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL);
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// strong + rim always maps to whistle.
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if ((hitObject as TaikoStrongableHitObject)?.IsStrong == true || hitObject is StrongNestedHitObject)
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{
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samplesToPlay.Add(hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_WHISTLE : HitSampleInfo.HIT_FINISH));
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PlaySamples(new ISampleInfo[]
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{
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hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_WHISTLE : HitSampleInfo.HIT_FINISH),
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baseSample
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});
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}
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else
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{
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PlaySamples(new ISampleInfo[] { baseSample });
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}
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PlaySamples(samplesToPlay.ToArray());
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}
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public override void Play() => throw new InvalidOperationException(@"Use override with HitType parameter instead");
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