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mirror of https://github.com/ppy/osu.git synced 2024-11-11 14:57:52 +08:00

Don't stop non-looping samples immediately when pausing

This commit is contained in:
Dean Herbert 2020-10-05 15:07:46 +09:00
parent e41085dbb5
commit 758088672c
4 changed files with 25 additions and 19 deletions

View File

@ -109,9 +109,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
}
}
public override void StopAllSamples()
public override void StopLoopingSamples()
{
base.StopAllSamples();
base.StopLoopingSamples();
slidingSample?.Stop();
}

View File

@ -124,9 +124,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
}
}
public override void StopAllSamples()
public override void StopLoopingSamples()
{
base.StopAllSamples();
base.StopLoopingSamples();
spinningSample?.Stop();
}

View File

@ -18,6 +18,7 @@ using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osu.Game.Configuration;
using osu.Game.Screens.Play;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Objects.Drawables
@ -387,7 +388,10 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// <summary>
/// Stops playback of all samples. Automatically called when <see cref="DrawableHitObject{TObject}"/>'s lifetime has been exceeded.
/// </summary>
public virtual void StopAllSamples() => Samples?.Stop();
public virtual void StopLoopingSamples()
{
if (Samples?.Looping == true)
Samples.Stop();
protected override void Update()
{
@ -457,7 +461,9 @@ namespace osu.Game.Rulesets.Objects.Drawables
foreach (var nested in NestedHitObjects)
nested.OnKilled();
StopAllSamples();
// failsafe to ensure looping samples don't get stuck in a playing state.
// this could occur in a non-frame-stable context where DrawableHitObjects get killed before a SkinnableSound has the chance to be stopped.
StopLoopingSamples();
UpdateResult(false);
}

View File

@ -34,21 +34,21 @@ namespace osu.Game.Skinning
samplePlaybackDisabled.BindTo(samplePlaybackDisabler.SamplePlaybackDisabled);
samplePlaybackDisabled.BindValueChanged(disabled =>
{
if (RequestedPlaying)
if (!RequestedPlaying) return;
// let non-looping samples that have already been started play out to completion (sounds better than abruptly cutting off).
if (!Looping) return;
if (disabled.NewValue)
base.Stop();
else
{
if (disabled.NewValue)
base.Stop();
// it's not easy to know if a sample has finished playing (to end).
// to keep things simple only resume playing looping samples.
else if (Looping)
// schedule so we don't start playing a sample which is no longer alive.
Schedule(() =>
{
// schedule so we don't start playing a sample which is no longer alive.
Schedule(() =>
{
if (RequestedPlaying)
base.Play();
});
}
if (RequestedPlaying)
base.Play();
});
}
});
}