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Move beatmap/difficulty change sample playback to outside of debounce

This commit is contained in:
Jamie Taylor 2021-11-10 17:12:49 +09:00
parent 8d0f5b0d82
commit 5f462b6441
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GPG Key ID: 2ACFA8B6370B8C8C

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@ -435,6 +435,7 @@ namespace osu.Game.Screens.Select
}
// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
private BeatmapInfo beatmapInfoPrevious;
private BeatmapInfo beatmapInfoNoDebounce;
private RulesetInfo rulesetNoDebounce;
@ -477,6 +478,19 @@ namespace osu.Game.Screens.Select
else
selectionChangedDebounce = Scheduler.AddDelayed(run, 200);
if (beatmap != beatmapInfoPrevious)
{
if (beatmap != null && beatmapInfoPrevious != null)
{
if (beatmap.BeatmapSetInfoID == beatmapInfoPrevious.BeatmapSetInfoID)
sampleChangeDifficulty.Play();
else
sampleChangeBeatmap.Play();
}
beatmapInfoPrevious = beatmap;
}
void run()
{
// clear pending task immediately to track any potential nested debounce operation.
@ -508,18 +522,7 @@ namespace osu.Game.Screens.Select
if (!EqualityComparer<BeatmapInfo>.Default.Equals(beatmap, Beatmap.Value.BeatmapInfo))
{
Logger.Log($"beatmap changed from \"{Beatmap.Value.BeatmapInfo}\" to \"{beatmap}\"");
int? lastSetID = Beatmap.Value?.BeatmapInfo.BeatmapSetInfoID;
Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap);
if (beatmap != null)
{
if (beatmap.BeatmapSetInfoID == lastSetID)
sampleChangeDifficulty.Play();
else
sampleChangeBeatmap.Play();
}
}
if (this.IsCurrentScreen())