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Add metronome sound

Placeholder pending follow-up from @nekodex (which as discussed should
probably have a second sound for the metronome locking into "stopped"
position).
This commit is contained in:
Dean Herbert 2022-06-01 14:36:25 +09:00
parent 655a8fb4a2
commit 6042cf1a3b

View File

@ -3,6 +3,8 @@
using System;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Extensions.LocalisationExtensions;
@ -31,12 +33,16 @@ namespace osu.Game.Screens.Edit.Timing
private IAdjustableClock metronomeClock;
private Sample clunk;
[Resolved]
private OverlayColourProvider overlayColourProvider { get; set; }
[BackgroundDependencyLoader]
private void load()
private void load(AudioManager audio)
{
clunk = audio.Samples.Get(@"Multiplayer/countdown-tick");
const float taper = 25;
const float swing_vertical_offset = -23;
const float lower_cover_height = 32;
@ -269,8 +275,15 @@ namespace osu.Game.Screens.Edit.Timing
if (currentAngle != 0 && Math.Abs(currentAngle - targetAngle) > angle * 1.8f && isSwinging)
{
using (stick.BeginDelayedSequence(beatLength / 2))
using (BeginDelayedSequence(beatLength / 2))
{
stick.FlashColour(overlayColourProvider.Content1, beatLength, Easing.OutQuint);
Schedule(() =>
{
clunk.Frequency.Value = RNG.NextDouble(0.98f, 1.02f);
clunk?.Play();
});
}
}
}
}