From 9155f566ecb11cf9da75729c93161f4ae2d38fec Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Mon, 30 Jun 2025 16:09:23 +0900 Subject: [PATCH 1/4] Fix random sound effect not playing correctly --- osu.Game/Screens/SelectV2/BeatmapCarousel.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/osu.Game/Screens/SelectV2/BeatmapCarousel.cs b/osu.Game/Screens/SelectV2/BeatmapCarousel.cs index b09490ce32..d33d5dbd87 100644 --- a/osu.Game/Screens/SelectV2/BeatmapCarousel.cs +++ b/osu.Game/Screens/SelectV2/BeatmapCarousel.cs @@ -667,7 +667,9 @@ namespace osu.Game.Screens.SelectV2 return false; } - Scheduler.Add(() => + // CurrentSelectionItem won't be valid until UpdaterAfterChildren. + // We probably want to fix this at some point since a few places are working-around this quirk. + ScheduleAfterChildren(() => { if (selectionBefore != null && CurrentSelectionItem != null) playSpinSample(distanceBetween(selectionBefore, CurrentSelectionItem), carouselItems.Count); From bf8b6754dc3f54d205af30dc12ccc0aba9593e21 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Mon, 30 Jun 2025 16:09:34 +0900 Subject: [PATCH 2/4] Play error sound when random selection fails --- osu.Game/Screens/SelectV2/BeatmapCarousel.cs | 10 ++++++---- osu.Game/Screens/SelectV2/SongSelect.cs | 20 +++++++++++++++++--- 2 files changed, 23 insertions(+), 7 deletions(-) diff --git a/osu.Game/Screens/SelectV2/BeatmapCarousel.cs b/osu.Game/Screens/SelectV2/BeatmapCarousel.cs index d33d5dbd87..d343bd9e12 100644 --- a/osu.Game/Screens/SelectV2/BeatmapCarousel.cs +++ b/osu.Game/Screens/SelectV2/BeatmapCarousel.cs @@ -771,12 +771,12 @@ namespace osu.Game.Screens.SelectV2 return true; } - public void PreviousRandom() + public bool PreviousRandom() { var carouselItems = GetCarouselItems(); if (carouselItems?.Any() != true) - return; + return false; while (randomHistory.Any()) { @@ -786,7 +786,7 @@ namespace osu.Game.Screens.SelectV2 var previousBeatmapItem = carouselItems.FirstOrDefault(i => i.Model is BeatmapInfo b && b.Equals(previousBeatmap)); if (previousBeatmapItem == null) - return; + return false; if (CurrentSelection is BeatmapInfo beatmapInfo) { @@ -800,8 +800,10 @@ namespace osu.Game.Screens.SelectV2 } RequestSelection(previousBeatmap); - break; + return true; } + + return false; } private double distanceBetween(CarouselItem item1, CarouselItem item2) => Math.Ceiling(Math.Abs(item1.CarouselYPosition - item2.CarouselYPosition) / PanelBeatmapSet.HEIGHT); diff --git a/osu.Game/Screens/SelectV2/SongSelect.cs b/osu.Game/Screens/SelectV2/SongSelect.cs index 4c30662bd4..e26c72575a 100644 --- a/osu.Game/Screens/SelectV2/SongSelect.cs +++ b/osu.Game/Screens/SelectV2/SongSelect.cs @@ -6,6 +6,8 @@ using System.Collections.Generic; using System.Diagnostics; using System.Linq; using osu.Framework.Allocation; +using osu.Framework.Audio; +using osu.Framework.Audio.Sample; using osu.Framework.Audio.Track; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; @@ -103,6 +105,8 @@ namespace osu.Game.Screens.SelectV2 public override bool ShowFooter => true; + private Sample? errorSample; + [Resolved] private OsuGameBase? game { get; set; } @@ -128,8 +132,10 @@ namespace osu.Game.Screens.SelectV2 private IDialogOverlay? dialogOverlay { get; set; } [BackgroundDependencyLoader] - private void load() + private void load(AudioManager audio) { + errorSample = audio.Samples.Get(@"UI/generic-error"); + AddRangeInternal(new Drawable[] { new GlobalScrollAdjustsVolume(), @@ -286,8 +292,16 @@ namespace osu.Game.Screens.SelectV2 }, new FooterButtonRandom { - NextRandom = () => carousel.NextRandom(), - PreviousRandom = () => carousel.PreviousRandom() + NextRandom = () => + { + if (!carousel.NextRandom()) + errorSample?.Play(); + }, + PreviousRandom = () => + { + if (!carousel.PreviousRandom()) + errorSample?.Play(); + } }, new FooterButtonOptions { From d7b76400553ffab3ab3f1179bbf9366faf0f2ee1 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Mon, 30 Jun 2025 16:21:41 +0900 Subject: [PATCH 3/4] Refactor distance-between-panels implementation The new version wasn't really working as expected, because the Y position measurement only considered visible panels, while it was being divided over all panels (including non-expanded groups or sets). Rather than trying to divide across all panels, just choose a sane number for the "highest pitch" sound and work with that as a constant. --- osu.Game/Screens/SelectV2/BeatmapCarousel.cs | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/osu.Game/Screens/SelectV2/BeatmapCarousel.cs b/osu.Game/Screens/SelectV2/BeatmapCarousel.cs index d343bd9e12..cf7403972c 100644 --- a/osu.Game/Screens/SelectV2/BeatmapCarousel.cs +++ b/osu.Game/Screens/SelectV2/BeatmapCarousel.cs @@ -672,7 +672,7 @@ namespace osu.Game.Screens.SelectV2 ScheduleAfterChildren(() => { if (selectionBefore != null && CurrentSelectionItem != null) - playSpinSample(distanceBetween(selectionBefore, CurrentSelectionItem), carouselItems.Count); + playSpinSample(visiblePanelCountBetweenItems(selectionBefore, CurrentSelectionItem)); }); return true; @@ -794,9 +794,9 @@ namespace osu.Game.Screens.SelectV2 previouslyVisitedRandomBeatmaps.Remove(beatmapInfo); if (CurrentSelectionItem == null) - playSpinSample(0, carouselItems.Count); + playSpinSample(0); else - playSpinSample(distanceBetween(previousBeatmapItem, CurrentSelectionItem), carouselItems.Count); + playSpinSample(visiblePanelCountBetweenItems(previousBeatmapItem, CurrentSelectionItem)); } RequestSelection(previousBeatmap); @@ -806,15 +806,15 @@ namespace osu.Game.Screens.SelectV2 return false; } - private double distanceBetween(CarouselItem item1, CarouselItem item2) => Math.Ceiling(Math.Abs(item1.CarouselYPosition - item2.CarouselYPosition) / PanelBeatmapSet.HEIGHT); + private double visiblePanelCountBetweenItems(CarouselItem item1, CarouselItem item2) => Math.Ceiling(Math.Abs(item1.CarouselYPosition - item2.CarouselYPosition) / PanelBeatmapSet.HEIGHT); - private void playSpinSample(double distance, int count) + private void playSpinSample(double distance) { var chan = spinSample?.GetChannel(); if (chan != null) { - chan.Frequency.Value = 1f + Math.Min(1f, distance / count); + chan.Frequency.Value = 1f + Math.Clamp(distance / 200, 0, 1); chan.Play(); } From a8e3ce9af15bc392866a57d5503ede8d7005398f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Mon, 30 Jun 2025 11:03:06 +0200 Subject: [PATCH 4/4] Fix typo --- osu.Game/Screens/SelectV2/BeatmapCarousel.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game/Screens/SelectV2/BeatmapCarousel.cs b/osu.Game/Screens/SelectV2/BeatmapCarousel.cs index cf7403972c..ce7bd7582e 100644 --- a/osu.Game/Screens/SelectV2/BeatmapCarousel.cs +++ b/osu.Game/Screens/SelectV2/BeatmapCarousel.cs @@ -667,7 +667,7 @@ namespace osu.Game.Screens.SelectV2 return false; } - // CurrentSelectionItem won't be valid until UpdaterAfterChildren. + // CurrentSelectionItem won't be valid until UpdateAfterChildren. // We probably want to fix this at some point since a few places are working-around this quirk. ScheduleAfterChildren(() => {