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only load the required impact/applause samples

This commit is contained in:
Jamie Taylor 2021-06-02 16:57:09 +09:00
parent ed012a724b
commit 582360d0c8
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GPG Key ID: 2ACFA8B6370B8C8C

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@ -98,7 +98,6 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
private const double sfx_rank_impact_volume = 1.0f;
// applause
private const bool sfx_applause_enabled = true;
private const double sfx_applause_pre_delay = 545f;
private const double sfx_applause_volume = 0.8f;
@ -115,29 +114,19 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
private DrawableSample badgeTickSound;
private DrawableSample badgeMaxSound;
private DrawableSample swooshUpSound;
private DrawableSample rankDImpactSound;
private DrawableSample rankBImpactSound;
private DrawableSample rankCImpactSound;
private DrawableSample rankAImpactSound;
private DrawableSample rankSImpactSound;
private DrawableSample rankSSImpactSound;
private DrawableSample rankDApplauseSound;
private DrawableSample rankBApplauseSound;
private DrawableSample rankCApplauseSound;
private DrawableSample rankAApplauseSound;
private DrawableSample rankSApplauseSound;
private DrawableSample rankSSApplauseSound;
private DrawableSample rankImpactSound;
private DrawableSample rankApplauseSound;
private Bindable<double> tickPlaybackRate = new Bindable<double>();
private double lastTickPlaybackTime;
private bool isTicking;
private readonly bool withFlair;
private readonly bool sfxEnabled;
public AccuracyCircle(ScoreInfo score, bool withFlair)
public AccuracyCircle(ScoreInfo score, bool sfxEnabled = false)
{
this.score = score;
this.withFlair = withFlair;
this.sfxEnabled = sfxEnabled;
}
[BackgroundDependencyLoader]
@ -261,28 +250,53 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
rankText = new RankText(score.Rank)
};
if (withFlair)
if (sfxEnabled)
{
tickPlaybackRate = new Bindable<double>(sfx_score_tick_debounce_rate_start);
switch (score.Rank)
{
case ScoreRank.D:
rankImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_D)) as DrawableSample;
rankApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_D)) as DrawableSample;
break;
case ScoreRank.C:
rankImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_C)) as DrawableSample;
rankApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_C)) as DrawableSample;
break;
case ScoreRank.B:
rankImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_B)) as DrawableSample;
rankApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_B)) as DrawableSample;
break;
case ScoreRank.A:
rankImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_A)) as DrawableSample;
rankApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_A)) as DrawableSample;
break;
case ScoreRank.S:
case ScoreRank.SH:
rankImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_S)) as DrawableSample;
rankApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_S)) as DrawableSample;
break;
case ScoreRank.X:
case ScoreRank.XH:
rankImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_SS)) as DrawableSample;
rankApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_SS)) as DrawableSample;
break;
}
AddRangeInternal(new Drawable[]
{
rankImpactSound,
rankApplauseSound,
scoreTickSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultScoreTick)) as DrawableSample,
badgeTickSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultBadgeTick)) as DrawableSample,
badgeMaxSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultBadgeTickMax)) as DrawableSample,
swooshUpSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultSwooshUp)) as DrawableSample,
rankDImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_D)) as DrawableSample,
rankBImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_B)) as DrawableSample,
rankCImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_C)) as DrawableSample,
rankAImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_A)) as DrawableSample,
rankSImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_S)) as DrawableSample,
rankSSImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_SS)) as DrawableSample,
rankDApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_D)) as DrawableSample,
rankBApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_B)) as DrawableSample,
rankCApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_C)) as DrawableSample,
rankAApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_A)) as DrawableSample,
rankSApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_S)) as DrawableSample,
rankSSApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_SS)) as DrawableSample
swooshUpSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultSwooshUp)) as DrawableSample
});
}
}
@ -315,7 +329,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
this.ScaleTo(0).Then().ScaleTo(1, APPEAR_DURATION, Easing.OutQuint);
if (swooshUpSound != null)
if (sfxEnabled)
{
this.Delay(sfx_swoosh_pre_delay).Schedule(() =>
{
@ -333,18 +347,17 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
accuracyCircle.FillTo(targetAccuracy, ACCURACY_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
Schedule(() =>
if (sfxEnabled)
{
if (scoreTickSound != null)
Schedule(() =>
{
// doesn't work
scoreTickSound.FrequencyTo(1).Then().FrequencyTo(1 + targetAccuracy, ACCURACY_TRANSFORM_DURATION, sfx_score_tick_pitch_easing);
scoreTickSound.FrequencyTo(1 + targetAccuracy, ACCURACY_TRANSFORM_DURATION, sfx_score_tick_pitch_easing);
scoreTickSound.VolumeTo(sfx_score_tick_volume_start).Then().VolumeTo(sfx_score_tick_volume_end, ACCURACY_TRANSFORM_DURATION, sfx_score_tick_volume_easing);
this.TransformBindableTo(tickPlaybackRate, sfx_score_tick_debounce_rate_end, ACCURACY_TRANSFORM_DURATION, sfx_score_tick_debounce_rate_easing);
}
isTicking = true;
});
isTicking = true;
});
}
int badgeNum = 0;
@ -353,20 +366,20 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
if (badge.Accuracy > score.Accuracy)
continue;
using (BeginDelayedSequence(inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(1 - virtual_ss_percentage, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION, true))
using (BeginDelayedSequence(inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(1 - virtual_ss_percentage, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION))
{
badge.Appear();
Schedule(() =>
if (sfxEnabled)
{
DrawableSample dink = badgeNum < badges.Count - 1 ? badgeTickSound : badgeMaxSound;
if (dink == null) return;
dink.FrequencyTo(1 + badgeNum++ * 0.05);
dink.VolumeTo(sfx_badge_dink_volume);
dink.Play();
});
Schedule(() =>
{
DrawableSample dink = badgeNum < badges.Count - 1 ? badgeTickSound : badgeMaxSound;
dink.FrequencyTo(1 + badgeNum++ * 0.05);
dink.VolumeTo(sfx_badge_dink_volume);
dink.Play();
});
}
}
}
@ -374,88 +387,21 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
{
rankText.Appear();
if (!sfxEnabled) return;
Schedule(() =>
{
isTicking = false;
DrawableSample impact = null;
switch (score.Rank)
{
case ScoreRank.D:
impact = rankDImpactSound;
break;
case ScoreRank.C:
impact = rankCImpactSound;
break;
case ScoreRank.B:
impact = rankBImpactSound;
break;
case ScoreRank.A:
impact = rankAImpactSound;
break;
case ScoreRank.S:
case ScoreRank.SH:
impact = rankSImpactSound;
break;
case ScoreRank.X:
case ScoreRank.XH:
impact = rankSSImpactSound;
break;
}
if (impact == null) return;
impact.VolumeTo(sfx_rank_impact_volume);
impact.Play();
rankImpactSound.VolumeTo(sfx_rank_impact_volume);
rankImpactSound.Play();
});
using (BeginDelayedSequence(sfx_applause_pre_delay))
{
if (!sfx_applause_enabled) return;
Schedule(() =>
{
DrawableSample applause = null;
switch (score.Rank)
{
case ScoreRank.D:
applause = rankDApplauseSound;
break;
case ScoreRank.C:
applause = rankCApplauseSound;
break;
case ScoreRank.B:
applause = rankBApplauseSound;
break;
case ScoreRank.A:
applause = rankAApplauseSound;
break;
case ScoreRank.S:
case ScoreRank.SH:
applause = rankSApplauseSound;
break;
case ScoreRank.X:
case ScoreRank.XH:
applause = rankSSApplauseSound;
break;
}
if (applause == null) return;
applause.VolumeTo(sfx_applause_volume);
applause.Play();
rankApplauseSound.VolumeTo(sfx_applause_volume);
rankApplauseSound.Play();
});
}
}