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Merge pull request #14776 from peppy/fix-pause-with-audio-offset
Avoid accounting for the pause pitch adjust effect when "fixing" hardware offset adjustments
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commit
625711e6d2
@ -3,10 +3,12 @@
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Rulesets;
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@ -39,6 +41,45 @@ namespace osu.Game.Tests.Visual.Gameplay
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confirmClockRunning(true);
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}
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[Test]
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public void TestPauseWithLargeOffset()
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{
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double lastTime;
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bool alwaysGoingForward = true;
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AddStep("force large offset", () =>
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{
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var offset = (BindableDouble)LocalConfig.GetBindable<double>(OsuSetting.AudioOffset);
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// use a large negative offset to avoid triggering a fail from forwards seeking.
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offset.MinValue = -5000;
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offset.Value = -5000;
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});
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AddStep("add time forward check hook", () =>
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{
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lastTime = double.MinValue;
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alwaysGoingForward = true;
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Player.OnUpdate += _ =>
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{
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double currentTime = Player.GameplayClockContainer.CurrentTime;
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alwaysGoingForward &= currentTime >= lastTime;
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lastTime = currentTime;
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};
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});
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AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
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pauseAndConfirm();
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resumeAndConfirm();
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AddAssert("time didn't go backwards", () => alwaysGoingForward);
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AddStep("reset offset", () => LocalConfig.SetValue(OsuSetting.AudioOffset, 0.0));
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}
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[Test]
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public void TestPauseResume()
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{
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@ -158,10 +158,10 @@ namespace osu.Game.Screens.Play
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{
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// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
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// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
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platformOffsetClock = new HardwareCorrectionOffsetClock(source) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
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platformOffsetClock = new HardwareCorrectionOffsetClock(source, pauseFreqAdjust) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
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// the final usable gameplay clock with user-set offsets applied.
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userOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock);
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userOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock, pauseFreqAdjust);
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return masterGameplayClock = new MasterGameplayClock(userOffsetClock);
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}
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@ -216,11 +216,25 @@ namespace osu.Game.Screens.Play
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{
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// we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
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// base implementation already adds offset at 1.0 rate, so we only add the difference from that here.
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public override double CurrentTime => base.CurrentTime + Offset * (Rate - 1);
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public override double CurrentTime => base.CurrentTime + offsetAdjust;
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public HardwareCorrectionOffsetClock(IClock source, bool processSource = true)
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: base(source, processSource)
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private readonly BindableDouble pauseRateAdjust;
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private double offsetAdjust;
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public HardwareCorrectionOffsetClock(IClock source, BindableDouble pauseRateAdjust)
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: base(source)
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{
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this.pauseRateAdjust = pauseRateAdjust;
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}
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public override void ProcessFrame()
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{
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base.ProcessFrame();
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// changing this during the pause transform effect will cause a potentially large offset to be suddenly applied as we approach zero rate.
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if (pauseRateAdjust.Value == 1)
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offsetAdjust = Offset * (Rate - 1);
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}
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}
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