1
0
mirror of https://github.com/ppy/osu.git synced 2025-01-06 04:13:11 +08:00

Merge pull request #4583 from peppy/fix-offset-seek-handling

Fix gameplay offset handling on seeks
This commit is contained in:
Dan Balasescu 2019-04-09 15:48:52 +09:00 committed by GitHub
commit 67a03bbc90
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -36,6 +36,8 @@ namespace osu.Game.Screens.Play
/// </summary> /// </summary>
private readonly DecoupleableInterpolatingFramedClock adjustableClock; private readonly DecoupleableInterpolatingFramedClock adjustableClock;
private readonly double gameplayStartTime;
public readonly Bindable<double> UserPlaybackRate = new BindableDouble(1) public readonly Bindable<double> UserPlaybackRate = new BindableDouble(1)
{ {
Default = 1, Default = 1,
@ -52,11 +54,14 @@ namespace osu.Game.Screens.Play
private Bindable<double> userAudioOffset; private Bindable<double> userAudioOffset;
private readonly FramedOffsetClock offsetClock; private readonly FramedOffsetClock userOffsetClock;
private readonly FramedOffsetClock platformOffsetClock;
public GameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime) public GameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime)
{ {
this.beatmap = beatmap; this.beatmap = beatmap;
this.gameplayStartTime = gameplayStartTime;
RelativeSizeAxes = Axes.Both; RelativeSizeAxes = Axes.Both;
@ -64,30 +69,31 @@ namespace osu.Game.Screens.Play
adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false }; adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
adjustableClock.Seek(Math.Min(0, gameplayStartTime - beatmap.BeatmapInfo.AudioLeadIn));
adjustableClock.ProcessFrame();
// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited. // Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck. // This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
var platformOffsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0 }; platformOffsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0 };
// the final usable gameplay clock with user-set offsets applied. // the final usable gameplay clock with user-set offsets applied.
offsetClock = new FramedOffsetClock(platformOffsetClock); userOffsetClock = new FramedOffsetClock(platformOffsetClock);
// the clock to be exposed via DI to children. // the clock to be exposed via DI to children.
GameplayClock = new GameplayClock(offsetClock); GameplayClock = new GameplayClock(userOffsetClock);
GameplayClock.IsPaused.BindTo(IsPaused); GameplayClock.IsPaused.BindTo(IsPaused);
} }
private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuConfigManager config) private void load(OsuConfigManager config)
{ {
userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset); userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
userAudioOffset.BindValueChanged(offset => offsetClock.Offset = offset.NewValue, true); userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
UserPlaybackRate.ValueChanged += _ => updateRate(); UserPlaybackRate.ValueChanged += _ => updateRate();
Seek(Math.Min(0, gameplayStartTime - beatmap.BeatmapInfo.AudioLeadIn));
adjustableClock.ProcessFrame();
} }
public void Restart() public void Restart()
@ -104,9 +110,7 @@ namespace osu.Game.Screens.Play
this.Delay(750).Schedule(() => this.Delay(750).Schedule(() =>
{ {
if (!IsPaused.Value) if (!IsPaused.Value)
{ Start();
adjustableClock.Start();
}
}); });
}); });
}); });
@ -121,7 +125,19 @@ namespace osu.Game.Screens.Play
IsPaused.Value = false; IsPaused.Value = false;
} }
public void Seek(double time) => adjustableClock.Seek(time); /// <summary>
/// Seek to a specific time in gameplay.
/// <remarks>
/// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
/// </remarks>
/// </summary>
/// <param name="time">The destination time to seek to.</param>
public void Seek(double time)
{
// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
// we may want to consider reversing the application of offsets in the future as it may feel more correct.
adjustableClock.Seek(time - totalOffset);
}
public void Stop() public void Stop()
{ {
@ -138,7 +154,7 @@ namespace osu.Game.Screens.Play
protected override void Update() protected override void Update()
{ {
if (!IsPaused.Value) if (!IsPaused.Value)
offsetClock.ProcessFrame(); userOffsetClock.ProcessFrame();
base.Update(); base.Update();
} }