diff --git a/osu.Game.Rulesets.Mania/Objects/Drawables/DrawableManiaHitObject.cs b/osu.Game.Rulesets.Mania/Objects/Drawables/DrawableManiaHitObject.cs
index 5aff4e200b..9ac223a0d7 100644
--- a/osu.Game.Rulesets.Mania/Objects/Drawables/DrawableManiaHitObject.cs
+++ b/osu.Game.Rulesets.Mania/Objects/Drawables/DrawableManiaHitObject.cs
@@ -6,7 +6,6 @@ using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
-using osu.Game.Audio;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Rulesets.Mania.UI;
@@ -29,11 +28,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
[Resolved(canBeNull: true)]
private ManiaPlayfield playfield { get; set; }
- ///
- /// Gets the samples that are played by this object during gameplay.
- ///
- public ISampleInfo[] GetGameplaySamples() => Samples.Samples;
-
protected override float SamplePlaybackPosition
{
get
diff --git a/osu.Game.Rulesets.Mania/UI/Column.cs b/osu.Game.Rulesets.Mania/UI/Column.cs
index 9b5893b268..f5e30efd91 100644
--- a/osu.Game.Rulesets.Mania/UI/Column.cs
+++ b/osu.Game.Rulesets.Mania/UI/Column.cs
@@ -1,7 +1,6 @@
// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
-using System.Linq;
using osuTK.Graphics;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
@@ -19,6 +18,7 @@ using osuTK;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Objects.Drawables;
+using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Mania.UI
{
@@ -28,12 +28,6 @@ namespace osu.Game.Rulesets.Mania.UI
public const float COLUMN_WIDTH = 80;
public const float SPECIAL_COLUMN_WIDTH = 70;
- ///
- /// For hitsounds played by this (i.e. not as a result of hitting a hitobject),
- /// a certain number of samples are allowed to be played concurrently so that it feels better when spam-pressing the key.
- ///
- private const int max_concurrent_hitsounds = OsuGameBase.SAMPLE_CONCURRENCY;
-
///
/// The index of this column as part of the whole playfield.
///
@@ -45,10 +39,10 @@ namespace osu.Game.Rulesets.Mania.UI
internal readonly Container TopLevelContainer;
private readonly DrawablePool hitExplosionPool;
private readonly OrderedHitPolicy hitPolicy;
- private readonly Container hitSounds;
-
public Container UnderlayElements => HitObjectArea.UnderlayElements;
+ private readonly GameplaySampleTriggerSource sampleTriggerSource;
+
public Column(int index)
{
Index = index;
@@ -64,6 +58,7 @@ namespace osu.Game.Rulesets.Mania.UI
InternalChildren = new[]
{
hitExplosionPool = new DrawablePool(5),
+ sampleTriggerSource = new GameplaySampleTriggerSource(HitObjectContainer),
// For input purposes, the background is added at the highest depth, but is then proxied back below all other elements
background.CreateProxy(),
HitObjectArea = new ColumnHitObjectArea(Index, HitObjectContainer) { RelativeSizeAxes = Axes.Both },
@@ -72,12 +67,6 @@ namespace osu.Game.Rulesets.Mania.UI
RelativeSizeAxes = Axes.Both
},
background,
- hitSounds = new Container
- {
- Name = "Column samples pool",
- RelativeSizeAxes = Axes.Both,
- Children = Enumerable.Range(0, max_concurrent_hitsounds).Select(_ => new SkinnableSound()).ToArray()
- },
TopLevelContainer = new Container { RelativeSizeAxes = Axes.Both }
};
@@ -133,29 +122,12 @@ namespace osu.Game.Rulesets.Mania.UI
HitObjectArea.Explosions.Add(hitExplosionPool.Get(e => e.Apply(result)));
}
- private int nextHitSoundIndex;
-
public bool OnPressed(ManiaAction action)
{
if (action != Action.Value)
return false;
- var nextObject =
- HitObjectContainer.AliveObjects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ??
- // fallback to non-alive objects to find next off-screen object
- HitObjectContainer.Objects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ??
- HitObjectContainer.Objects.LastOrDefault();
-
- if (nextObject is DrawableManiaHitObject maniaObject)
- {
- var hitSound = hitSounds[nextHitSoundIndex];
-
- hitSound.Samples = maniaObject.GetGameplaySamples();
- hitSound.Play();
-
- nextHitSoundIndex = (nextHitSoundIndex + 1) % max_concurrent_hitsounds;
- }
-
+ sampleTriggerSource.Play();
return true;
}
diff --git a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableBarLine.cs b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableBarLine.cs
index f9b8e9a985..269a855219 100644
--- a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableBarLine.cs
+++ b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableBarLine.cs
@@ -40,7 +40,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
Origin = Anchor.Centre,
Children = new Drawable[]
{
- new TaikoPlayfield(new ControlPointInfo()),
+ new TaikoPlayfield(),
hoc = new ScrollingHitObjectContainer()
}
};
@@ -66,7 +66,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
Origin = Anchor.Centre,
Children = new Drawable[]
{
- new TaikoPlayfield(new ControlPointInfo()),
+ new TaikoPlayfield(),
hoc = new ScrollingHitObjectContainer()
}
};
diff --git a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneInputDrum.cs b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneInputDrum.cs
index 055a292fe8..24db046748 100644
--- a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneInputDrum.cs
+++ b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneInputDrum.cs
@@ -5,7 +5,6 @@ using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
-using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Taiko.UI;
using osuTK;
@@ -17,6 +16,13 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[BackgroundDependencyLoader]
private void load()
{
+ var playfield = new TaikoPlayfield();
+
+ var beatmap = CreateWorkingBeatmap(new TaikoRuleset().RulesetInfo).GetPlayableBeatmap(new TaikoRuleset().RulesetInfo);
+
+ foreach (var h in beatmap.HitObjects)
+ playfield.Add(h);
+
SetContents(_ => new TaikoInputManager(new TaikoRuleset().RulesetInfo)
{
RelativeSizeAxes = Axes.Both,
@@ -25,7 +31,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(200),
- Child = new InputDrum(new ControlPointInfo())
+ Child = new InputDrum(playfield.HitObjectContainer)
}
});
}
diff --git a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneTaikoPlayfield.cs b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneTaikoPlayfield.cs
index f96297a06d..6f2fcd08f1 100644
--- a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneTaikoPlayfield.cs
+++ b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneTaikoPlayfield.cs
@@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
Beatmap.Value.Track.Start();
});
- AddStep("Load playfield", () => SetContents(_ => new TaikoPlayfield(new ControlPointInfo())
+ AddStep("Load playfield", () => SetContents(_ => new TaikoPlayfield
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
diff --git a/osu.Game.Rulesets.Taiko/Audio/DrumSampleContainer.cs b/osu.Game.Rulesets.Taiko/Audio/DrumSampleContainer.cs
deleted file mode 100644
index e4dc261363..0000000000
--- a/osu.Game.Rulesets.Taiko/Audio/DrumSampleContainer.cs
+++ /dev/null
@@ -1,104 +0,0 @@
-// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
-// See the LICENCE file in the repository root for full licence text.
-
-using System.Collections.Generic;
-using System.Linq;
-using osu.Framework.Allocation;
-using osu.Framework.Bindables;
-using osu.Framework.Graphics;
-using osu.Framework.Graphics.Containers;
-using osu.Game.Audio;
-using osu.Game.Beatmaps.ControlPoints;
-using osu.Game.Skinning;
-
-namespace osu.Game.Rulesets.Taiko.Audio
-{
- ///
- /// Stores samples for the input drum.
- /// The lifetime of the samples is adjusted so that they are only alive during the appropriate sample control point.
- ///
- public class DrumSampleContainer : LifetimeManagementContainer
- {
- private readonly ControlPointInfo controlPoints;
- private readonly Dictionary mappings = new Dictionary();
-
- private readonly IBindableList samplePoints = new BindableList();
-
- public DrumSampleContainer(ControlPointInfo controlPoints)
- {
- this.controlPoints = controlPoints;
- }
-
- [BackgroundDependencyLoader]
- private void load()
- {
- samplePoints.BindTo(controlPoints.SamplePoints);
- samplePoints.BindCollectionChanged((_, __) => recreateMappings(), true);
- }
-
- private void recreateMappings()
- {
- mappings.Clear();
- ClearInternal();
-
- SampleControlPoint[] points = samplePoints.Count == 0
- ? new[] { controlPoints.SamplePointAt(double.MinValue) }
- : samplePoints.ToArray();
-
- for (int i = 0; i < points.Length; i++)
- {
- var samplePoint = points[i];
-
- var lifetimeStart = i > 0 ? samplePoint.Time : double.MinValue;
- var lifetimeEnd = i + 1 < points.Length ? points[i + 1].Time : double.MaxValue;
-
- AddInternal(mappings[samplePoint.Time] = new DrumSample(samplePoint)
- {
- LifetimeStart = lifetimeStart,
- LifetimeEnd = lifetimeEnd
- });
- }
- }
-
- public DrumSample SampleAt(double time) => mappings[controlPoints.SamplePointAt(time).Time];
-
- public class DrumSample : CompositeDrawable
- {
- public override bool RemoveWhenNotAlive => false;
-
- public PausableSkinnableSound Centre { get; private set; }
- public PausableSkinnableSound Rim { get; private set; }
-
- private readonly SampleControlPoint samplePoint;
-
- private Bindable sampleBank;
- private BindableNumber sampleVolume;
-
- public DrumSample(SampleControlPoint samplePoint)
- {
- this.samplePoint = samplePoint;
- }
-
- [BackgroundDependencyLoader]
- private void load()
- {
- sampleBank = samplePoint.SampleBankBindable.GetBoundCopy();
- sampleBank.BindValueChanged(_ => recreate());
-
- sampleVolume = samplePoint.SampleVolumeBindable.GetBoundCopy();
- sampleVolume.BindValueChanged(_ => recreate());
-
- recreate();
- }
-
- private void recreate()
- {
- InternalChildren = new Drawable[]
- {
- Centre = new PausableSkinnableSound(samplePoint.GetSampleInfo()),
- Rim = new PausableSkinnableSound(samplePoint.GetSampleInfo(HitSampleInfo.HIT_CLAP))
- };
- }
- }
- }
-}
diff --git a/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyInputDrum.cs b/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyInputDrum.cs
index 795885d4b9..9d35093591 100644
--- a/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyInputDrum.cs
+++ b/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyInputDrum.cs
@@ -7,7 +7,8 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Bindings;
-using osu.Game.Rulesets.Taiko.Audio;
+using osu.Game.Rulesets.Taiko.Objects;
+using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Skinning;
using osuTK;
@@ -111,7 +112,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
public readonly Sprite Centre;
[Resolved]
- private DrumSampleContainer sampleContainer { get; set; }
+ private DrumSampleTriggerSource sampleTriggerSource { get; set; }
public LegacyHalfDrum(bool flipped)
{
@@ -143,17 +144,16 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
public bool OnPressed(TaikoAction action)
{
Drawable target = null;
- var drumSample = sampleContainer.SampleAt(Time.Current);
if (action == CentreAction)
{
target = Centre;
- drumSample.Centre?.Play();
+ sampleTriggerSource.Play(HitType.Centre);
}
else if (action == RimAction)
{
target = Rim;
- drumSample.Rim?.Play();
+ sampleTriggerSource.Play(HitType.Rim);
}
if (target != null)
diff --git a/osu.Game.Rulesets.Taiko/UI/DrawableTaikoRuleset.cs b/osu.Game.Rulesets.Taiko/UI/DrawableTaikoRuleset.cs
index 650ce1f5a3..6ddbf3c16b 100644
--- a/osu.Game.Rulesets.Taiko/UI/DrawableTaikoRuleset.cs
+++ b/osu.Game.Rulesets.Taiko/UI/DrawableTaikoRuleset.cs
@@ -64,7 +64,7 @@ namespace osu.Game.Rulesets.Taiko.UI
protected override PassThroughInputManager CreateInputManager() => new TaikoInputManager(Ruleset.RulesetInfo);
- protected override Playfield CreatePlayfield() => new TaikoPlayfield(Beatmap.ControlPointInfo);
+ protected override Playfield CreatePlayfield() => new TaikoPlayfield();
public override DrawableHitObject CreateDrawableRepresentation(TaikoHitObject h) => null;
diff --git a/osu.Game.Rulesets.Taiko/UI/DrumSampleTriggerSource.cs b/osu.Game.Rulesets.Taiko/UI/DrumSampleTriggerSource.cs
new file mode 100644
index 0000000000..3279d128d3
--- /dev/null
+++ b/osu.Game.Rulesets.Taiko/UI/DrumSampleTriggerSource.cs
@@ -0,0 +1,30 @@
+// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
+// See the LICENCE file in the repository root for full licence text.
+
+using System;
+using osu.Game.Audio;
+using osu.Game.Rulesets.Taiko.Objects;
+using osu.Game.Rulesets.UI;
+
+namespace osu.Game.Rulesets.Taiko.UI
+{
+ public class DrumSampleTriggerSource : GameplaySampleTriggerSource
+ {
+ public DrumSampleTriggerSource(HitObjectContainer hitObjectContainer)
+ : base(hitObjectContainer)
+ {
+ }
+
+ public void Play(HitType hitType)
+ {
+ var hitObject = GetMostValidObject();
+
+ if (hitObject == null)
+ return;
+
+ PlaySamples(new ISampleInfo[] { hitObject.SampleControlPoint.GetSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL) });
+ }
+
+ public override void Play() => throw new InvalidOperationException(@"Use override with HitType parameter instead");
+ }
+}
diff --git a/osu.Game.Rulesets.Taiko/UI/InputDrum.cs b/osu.Game.Rulesets.Taiko/UI/InputDrum.cs
index 1ca1be1bdf..ddfaf64549 100644
--- a/osu.Game.Rulesets.Taiko/UI/InputDrum.cs
+++ b/osu.Game.Rulesets.Taiko/UI/InputDrum.cs
@@ -2,18 +2,18 @@
// See the LICENCE file in the repository root for full licence text.
using System;
-using osuTK;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Input.Bindings;
-using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics;
-using osu.Game.Rulesets.Taiko.Audio;
+using osu.Game.Rulesets.Taiko.Objects;
+using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
using osu.Game.Skinning;
+using osuTK;
namespace osu.Game.Rulesets.Taiko.UI
{
@@ -25,11 +25,11 @@ namespace osu.Game.Rulesets.Taiko.UI
private const float middle_split = 0.025f;
[Cached]
- private DrumSampleContainer sampleContainer;
+ private DrumSampleTriggerSource sampleTriggerSource;
- public InputDrum(ControlPointInfo controlPoints)
+ public InputDrum(HitObjectContainer hitObjectContainer)
{
- sampleContainer = new DrumSampleContainer(controlPoints);
+ sampleTriggerSource = new DrumSampleTriggerSource(hitObjectContainer);
RelativeSizeAxes = Axes.Both;
}
@@ -70,7 +70,7 @@ namespace osu.Game.Rulesets.Taiko.UI
}
}
}),
- sampleContainer
+ sampleTriggerSource
};
}
@@ -95,7 +95,7 @@ namespace osu.Game.Rulesets.Taiko.UI
private readonly Sprite centreHit;
[Resolved]
- private DrumSampleContainer sampleContainer { get; set; }
+ private DrumSampleTriggerSource sampleTriggerSource { get; set; }
public TaikoHalfDrum(bool flipped)
{
@@ -156,21 +156,19 @@ namespace osu.Game.Rulesets.Taiko.UI
Drawable target = null;
Drawable back = null;
- var drumSample = sampleContainer.SampleAt(Time.Current);
-
if (action == CentreAction)
{
target = centreHit;
back = centre;
- drumSample.Centre?.Play();
+ sampleTriggerSource.Play(HitType.Centre);
}
else if (action == RimAction)
{
target = rimHit;
back = rim;
- drumSample.Rim?.Play();
+ sampleTriggerSource.Play(HitType.Rim);
}
if (target != null)
diff --git a/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs b/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs
index 0d9e08b8b7..d650cab729 100644
--- a/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs
+++ b/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs
@@ -8,7 +8,6 @@ using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Pooling;
-using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Judgements;
@@ -27,8 +26,6 @@ namespace osu.Game.Rulesets.Taiko.UI
{
public class TaikoPlayfield : ScrollingPlayfield
{
- private readonly ControlPointInfo controlPoints;
-
///
/// Default height of a when inside a .
///
@@ -56,11 +53,6 @@ namespace osu.Game.Rulesets.Taiko.UI
private Container hitTargetOffsetContent;
- public TaikoPlayfield(ControlPointInfo controlPoints)
- {
- this.controlPoints = controlPoints;
- }
-
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
@@ -131,7 +123,7 @@ namespace osu.Game.Rulesets.Taiko.UI
Children = new Drawable[]
{
new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundLeft), _ => new PlayfieldBackgroundLeft()),
- new InputDrum(controlPoints)
+ new InputDrum(HitObjectContainer)
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneGameplaySampleTriggerSource.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneGameplaySampleTriggerSource.cs
new file mode 100644
index 0000000000..fccc1a377c
--- /dev/null
+++ b/osu.Game.Tests/Visual/Gameplay/TestSceneGameplaySampleTriggerSource.cs
@@ -0,0 +1,135 @@
+// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
+// See the LICENCE file in the repository root for full licence text.
+
+using System.Linq;
+using NUnit.Framework;
+using osu.Game.Audio;
+using osu.Game.Beatmaps;
+using osu.Game.Beatmaps.ControlPoints;
+using osu.Game.Rulesets;
+using osu.Game.Rulesets.Objects;
+using osu.Game.Rulesets.Objects.Drawables;
+using osu.Game.Rulesets.Osu;
+using osu.Game.Rulesets.Osu.Objects;
+using osu.Game.Rulesets.UI;
+using osuTK.Input;
+
+namespace osu.Game.Tests.Visual.Gameplay
+{
+ public class TestSceneGameplaySampleTriggerSource : PlayerTestScene
+ {
+ private TestGameplaySampleTriggerSource sampleTriggerSource;
+ protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
+
+ private Beatmap beatmap;
+
+ protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
+ {
+ beatmap = new Beatmap
+ {
+ BeatmapInfo = new BeatmapInfo
+ {
+ BaseDifficulty = new BeatmapDifficulty { CircleSize = 6, SliderMultiplier = 3 },
+ Ruleset = ruleset
+ }
+ };
+
+ const double start_offset = 8000;
+ const double spacing = 2000;
+
+ double t = start_offset;
+ beatmap.HitObjects.AddRange(new[]
+ {
+ new HitCircle
+ {
+ // intentionally start objects a bit late so we can test the case of no alive objects.
+ StartTime = t += spacing,
+ Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) }
+ },
+ new HitCircle
+ {
+ StartTime = t += spacing,
+ Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE) }
+ },
+ new HitCircle
+ {
+ StartTime = t += spacing,
+ Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) },
+ SampleControlPoint = new SampleControlPoint { SampleBank = "soft" },
+ },
+ new HitCircle
+ {
+ StartTime = t + spacing,
+ Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE) },
+ SampleControlPoint = new SampleControlPoint { SampleBank = "soft" },
+ },
+ });
+
+ return beatmap;
+ }
+
+ public override void SetUpSteps()
+ {
+ base.SetUpSteps();
+
+ AddStep("Add trigger source", () => Player.HUDOverlay.Add(sampleTriggerSource = new TestGameplaySampleTriggerSource(Player.DrawableRuleset.Playfield.HitObjectContainer)));
+ }
+
+ [Test]
+ public void TestCorrectHitObject()
+ {
+ HitObjectLifetimeEntry nextObjectEntry = null;
+
+ AddAssert("no alive objects", () => getNextAliveObject() == null);
+
+ AddAssert("check initially correct object", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[0]);
+
+ AddUntilStep("get next object", () =>
+ {
+ var nextDrawableObject = getNextAliveObject();
+
+ if (nextDrawableObject != null)
+ {
+ nextObjectEntry = nextDrawableObject.Entry;
+ InputManager.MoveMouseTo(nextDrawableObject.ScreenSpaceDrawQuad.Centre);
+ return true;
+ }
+
+ return false;
+ });
+
+ AddUntilStep("hit first hitobject", () =>
+ {
+ InputManager.Click(MouseButton.Left);
+ return nextObjectEntry.Result.HasResult;
+ });
+
+ AddAssert("check correct object after hit", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[1]);
+
+ AddUntilStep("check correct object after miss", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[2]);
+ AddUntilStep("check correct object after miss", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
+
+ AddUntilStep("no alive objects", () => getNextAliveObject() == null);
+ AddAssert("check correct object after none alive", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
+ }
+
+ private DrawableHitObject getNextAliveObject() =>
+ Player.DrawableRuleset.Playfield.HitObjectContainer.AliveObjects.FirstOrDefault();
+
+ [Test]
+ public void TestSampleTriggering()
+ {
+ AddRepeatStep("trigger sample", () => sampleTriggerSource.Play(), 10);
+ }
+
+ public class TestGameplaySampleTriggerSource : GameplaySampleTriggerSource
+ {
+ public TestGameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
+ : base(hitObjectContainer)
+ {
+ }
+
+ public new HitObject GetMostValidObject() => base.GetMostValidObject();
+ }
+ }
+}
diff --git a/osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs b/osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs
new file mode 100644
index 0000000000..c18698f77e
--- /dev/null
+++ b/osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs
@@ -0,0 +1,104 @@
+// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
+// See the LICENCE file in the repository root for full licence text.
+
+using System.Linq;
+using osu.Framework.Graphics.Containers;
+using osu.Game.Audio;
+using osu.Game.Rulesets.Objects;
+using osu.Game.Skinning;
+
+namespace osu.Game.Rulesets.UI
+{
+ ///
+ /// A component which can trigger the most appropriate hit sound for a given point in time, based on the state of a
+ ///
+ public class GameplaySampleTriggerSource : CompositeDrawable
+ {
+ ///
+ /// The number of concurrent samples allowed to be played concurrently so that it feels better when spam-pressing a key.
+ ///
+ private const int max_concurrent_hitsounds = OsuGameBase.SAMPLE_CONCURRENCY;
+
+ private readonly HitObjectContainer hitObjectContainer;
+
+ private int nextHitSoundIndex;
+
+ private readonly Container hitSounds;
+
+ public GameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
+ {
+ this.hitObjectContainer = hitObjectContainer;
+
+ InternalChild = hitSounds = new Container
+ {
+ Name = "concurrent sample pool",
+ ChildrenEnumerable = Enumerable.Range(0, max_concurrent_hitsounds).Select(_ => new PausableSkinnableSound())
+ };
+ }
+
+ private HitObjectLifetimeEntry fallbackObject;
+
+ ///
+ /// Play the most appropriate hit sound for the current point in time.
+ ///
+ public virtual void Play()
+ {
+ var nextObject = GetMostValidObject();
+
+ if (nextObject == null)
+ return;
+
+ var samples = nextObject.Samples
+ .Select(s => nextObject.SampleControlPoint.ApplyTo(s))
+ .Cast()
+ .ToArray();
+
+ PlaySamples(samples);
+ }
+
+ protected void PlaySamples(ISampleInfo[] samples)
+ {
+ var hitSound = getNextSample();
+ hitSound.Samples = samples;
+ hitSound.Play();
+ }
+
+ protected HitObject GetMostValidObject()
+ {
+ // The most optimal lookup case we have is when an object is alive. There are usually very few alive objects so there's no drawbacks in attempting this lookup each time.
+ var hitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.HasResult != true)?.HitObject;
+
+ // In the case a next object isn't available in drawable form, we need to do a somewhat expensive traversal to get a valid sound to play.
+ if (hitObject == null)
+ {
+ // This lookup can be skipped if the last entry is still valid (in the future and not yet hit).
+ if (fallbackObject == null || fallbackObject.Result?.HasResult == true)
+ {
+ // We need to use lifetime entries to find the next object (we can't just use `hitObjectContainer.Objects` due to pooling - it may even be empty).
+ // If required, we can make this lookup more efficient by adding support to get next-future-entry in LifetimeEntryManager.
+ fallbackObject = hitObjectContainer.Entries
+ .Where(e => e.Result?.HasResult != true)
+ .OrderBy(e => e.HitObject.StartTime)
+ .FirstOrDefault();
+
+ // In the case there are no unjudged objects, the last hit object should be used instead.
+ fallbackObject ??= hitObjectContainer.Entries.LastOrDefault();
+ }
+
+ hitObject = fallbackObject?.HitObject;
+ }
+
+ return hitObject;
+ }
+
+ private SkinnableSound getNextSample()
+ {
+ SkinnableSound hitSound = hitSounds[nextHitSoundIndex];
+
+ // round robin over available samples to allow for concurrent playback.
+ nextHitSoundIndex = (nextHitSoundIndex + 1) % max_concurrent_hitsounds;
+
+ return hitSound;
+ }
+ }
+}