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https://github.com/ppy/osu.git
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Merge branch 'frame-stability-clean-up' into spectator-replay-watcher
This commit is contained in:
commit
77d807d0f5
@ -73,21 +73,11 @@ namespace osu.Game.Rulesets.UI
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setClock();
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setClock();
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}
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}
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/// <summary>
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private PlaybackState state;
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/// Whether we are running up-to-date with our parent clock.
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/// If not, we will need to keep processing children until we catch up.
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/// </summary>
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private bool requireMoreUpdateLoops;
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/// <summary>
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protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && state != PlaybackState.NotValid;
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/// Whether we are in a valid state (ie. should we keep processing children frames).
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/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
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/// </summary>
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private bool validState;
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protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState;
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private bool hasReplayAttached => ReplayInputHandler != null;
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private bool isAttached => ReplayInputHandler != null;
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private const double sixty_frame_time = 1000.0 / 60;
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private const double sixty_frame_time = 1000.0 / 60;
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@ -95,28 +85,26 @@ namespace osu.Game.Rulesets.UI
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public override bool UpdateSubTree()
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public override bool UpdateSubTree()
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{
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{
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requireMoreUpdateLoops = true;
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state = frameStableClock.IsPaused.Value ? PlaybackState.NotValid : PlaybackState.Valid;
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validState = !frameStableClock.IsPaused.Value;
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int loops = 0;
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if (frameStableClock.WaitingOnFrames.Value)
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if (frameStableClock.WaitingOnFrames.Value)
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{
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{
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// for now, force one update loop to check if frames have arrived
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// for now, force one update loop to check if frames have arrived
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// this may have to change in the future where we want stable user pausing during replay playback.
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// this may have to change in the future where we want stable user pausing during replay playback.
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validState = true;
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state = PlaybackState.Valid;
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}
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}
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while (validState && requireMoreUpdateLoops && loops++ < MaxCatchUpFrames)
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int loops = MaxCatchUpFrames;
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while (state != PlaybackState.NotValid && loops-- > 0)
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{
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{
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updateClock();
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updateClock();
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if (validState)
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if (state == PlaybackState.NotValid)
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{
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break;
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base.UpdateSubTree();
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UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
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base.UpdateSubTree();
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}
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UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
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}
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}
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return true;
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return true;
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@ -127,94 +115,103 @@ namespace osu.Game.Rulesets.UI
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if (parentGameplayClock == null)
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if (parentGameplayClock == null)
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setClock(); // LoadComplete may not be run yet, but we still want the clock.
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setClock(); // LoadComplete may not be run yet, but we still want the clock.
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validState = true;
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// each update start with considering things in valid state.
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requireMoreUpdateLoops = false;
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state = PlaybackState.Valid;
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var newProposedTime = parentGameplayClock.CurrentTime;
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// our goal is to catch up to the time provided by the parent clock.
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var proposedTime = parentGameplayClock.CurrentTime;
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try
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if (FrameStablePlayback)
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// if we require frame stability, the proposed time will be adjusted to move at most one known
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// frame interval in the current direction.
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applyFrameStability(ref proposedTime);
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if (hasReplayAttached)
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state = updateReplay(ref proposedTime);
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if (proposedTime != manualClock.CurrentTime)
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direction = proposedTime >= manualClock.CurrentTime ? 1 : -1;
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manualClock.CurrentTime = proposedTime;
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manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction;
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manualClock.IsRunning = parentGameplayClock.IsRunning;
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double timeBehind = Math.Abs(manualClock.CurrentTime - parentGameplayClock.CurrentTime);
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// determine whether catch-up is required.
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if (state != PlaybackState.NotValid)
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state = timeBehind > 0 ? PlaybackState.RequiresCatchUp : PlaybackState.Valid;
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frameStableClock.IsCatchingUp.Value = timeBehind > 200;
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frameStableClock.WaitingOnFrames.Value = state == PlaybackState.NotValid;
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// The manual clock time has changed in the above code. The framed clock now needs to be updated
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// to ensure that the its time is valid for our children before input is processed
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framedClock.ProcessFrame();
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}
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/// <summary>
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/// Attempt to advance replay playback for a given time.
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/// </summary>
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/// <param name="proposedTime">The time which is to be displayed.</param>
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private PlaybackState updateReplay(ref double proposedTime)
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{
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double? newTime;
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if (FrameStablePlayback)
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{
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{
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if (FrameStablePlayback)
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// when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy.
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newTime = ReplayInputHandler.SetFrameFromTime(proposedTime);
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}
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else
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{
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// when stability is disabled, we don't really care about accuracy.
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// looping over the replay will allow it to catch up and feed out the required values
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// for the current time.
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while ((newTime = ReplayInputHandler.SetFrameFromTime(proposedTime)) != proposedTime)
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{
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{
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if (firstConsumption)
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if (newTime == null)
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{
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{
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// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
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// special case for when the replay actually can't arrive at the required time.
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// Instead we perform an initial seek to the proposed time.
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// protects from potential endless loop.
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break;
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// process frame (in addition to finally clause) to clear out ElapsedTime
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manualClock.CurrentTime = newProposedTime;
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framedClock.ProcessFrame();
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firstConsumption = false;
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}
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}
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else if (manualClock.CurrentTime < gameplayStartTime)
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manualClock.CurrentTime = newProposedTime = Math.Min(gameplayStartTime, newProposedTime);
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else if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
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{
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newProposedTime = newProposedTime > manualClock.CurrentTime
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? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
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: Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time);
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}
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}
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if (isAttached)
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{
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double? newTime;
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if (FrameStablePlayback)
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{
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// when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy.
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if ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) == null)
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{
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// setting invalid state here ensures that gameplay will not continue (ie. our child
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// hierarchy won't be updated).
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validState = false;
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// potentially loop to catch-up playback.
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requireMoreUpdateLoops = true;
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return;
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|
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}
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|
||||||
}
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|
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else
|
|
||||||
{
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|
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// when stability is disabled, we don't really care about accuracy.
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|
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// looping over the replay will allow it to catch up and feed out the required values
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// for the current time.
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while ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) != newProposedTime)
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{
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if (newTime == null)
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{
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// special case for when the replay actually can't arrive at the required time.
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// protects from potential endless loop.
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validState = false;
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return;
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}
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}
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}
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newProposedTime = newTime.Value;
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}
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}
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}
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}
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finally
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if (newTime == null)
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return PlaybackState.NotValid;
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proposedTime = newTime.Value;
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return PlaybackState.Valid;
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}
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/// <summary>
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||||||
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/// Apply frame stability modifier to a time.
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/// </summary>
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/// <param name="proposedTime">The time which is to be displayed.</param>
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private void applyFrameStability(ref double proposedTime)
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{
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if (firstConsumption)
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{
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{
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if (newProposedTime != manualClock.CurrentTime)
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// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
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direction = newProposedTime >= manualClock.CurrentTime ? 1 : -1;
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// Instead we perform an initial seek to the proposed time.
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|
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manualClock.CurrentTime = newProposedTime;
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// process frame (in addition to finally clause) to clear out ElapsedTime
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manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction;
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manualClock.CurrentTime = proposedTime;
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manualClock.IsRunning = parentGameplayClock.IsRunning;
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double timeBehind = Math.Abs(manualClock.CurrentTime - parentGameplayClock.CurrentTime);
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requireMoreUpdateLoops |= timeBehind != 0;
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frameStableClock.IsCatchingUp.Value = timeBehind > 200;
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frameStableClock.WaitingOnFrames.Value = !validState;
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|
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// The manual clock time has changed in the above code. The framed clock now needs to be updated
|
|
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// to ensure that the its time is valid for our children before input is processed
|
|
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framedClock.ProcessFrame();
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framedClock.ProcessFrame();
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|
|
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|
firstConsumption = false;
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return;
|
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|
}
|
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|
|
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|
if (manualClock.CurrentTime < gameplayStartTime)
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|
manualClock.CurrentTime = proposedTime = Math.Min(gameplayStartTime, proposedTime);
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|
else if (Math.Abs(manualClock.CurrentTime - proposedTime) > sixty_frame_time * 1.2f)
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{
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proposedTime = proposedTime > manualClock.CurrentTime
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|
? Math.Min(proposedTime, manualClock.CurrentTime + sixty_frame_time)
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: Math.Max(proposedTime, manualClock.CurrentTime - sixty_frame_time);
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}
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}
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}
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}
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|
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@ -233,6 +230,26 @@ namespace osu.Game.Rulesets.UI
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|
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public ReplayInputHandler ReplayInputHandler { get; set; }
|
public ReplayInputHandler ReplayInputHandler { get; set; }
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|
|
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|
private enum PlaybackState
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|
{
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|
/// <summary>
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||||||
|
/// Playback is not possible. Child hierarchy should not be processed.
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||||||
|
/// </summary>
|
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|
NotValid,
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|
|
||||||
|
/// <summary>
|
||||||
|
/// Whether we are running up-to-date with our parent clock.
|
||||||
|
/// If not, we will need to keep processing children until we catch up.
|
||||||
|
/// </summary>
|
||||||
|
RequiresCatchUp,
|
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|
|
||||||
|
/// <summary>
|
||||||
|
/// Whether we are in a valid state (ie. should we keep processing children frames).
|
||||||
|
/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
|
||||||
|
/// </summary>
|
||||||
|
Valid
|
||||||
|
}
|
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|
|
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private class FrameStabilityClock : GameplayClock, IFrameStableClock
|
private class FrameStabilityClock : GameplayClock, IFrameStableClock
|
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{
|
{
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public GameplayClock ParentGameplayClock;
|
public GameplayClock ParentGameplayClock;
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|
@ -43,8 +43,9 @@ using osuTK.Input;
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namespace osu.Game.Screens.Edit
|
namespace osu.Game.Screens.Edit
|
||||||
{
|
{
|
||||||
[Cached(typeof(IBeatSnapProvider))]
|
[Cached(typeof(IBeatSnapProvider))]
|
||||||
|
[Cached(typeof(ISamplePlaybackDisabler))]
|
||||||
[Cached]
|
[Cached]
|
||||||
public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, IKeyBindingHandler<PlatformAction>, IBeatSnapProvider
|
public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, IKeyBindingHandler<PlatformAction>, IBeatSnapProvider, ISamplePlaybackDisabler
|
||||||
{
|
{
|
||||||
public override float BackgroundParallaxAmount => 0.1f;
|
public override float BackgroundParallaxAmount => 0.1f;
|
||||||
|
|
||||||
@ -64,6 +65,10 @@ namespace osu.Game.Screens.Edit
|
|||||||
[Resolved(canBeNull: true)]
|
[Resolved(canBeNull: true)]
|
||||||
private DialogOverlay dialogOverlay { get; set; }
|
private DialogOverlay dialogOverlay { get; set; }
|
||||||
|
|
||||||
|
public IBindable<bool> SamplePlaybackDisabled => samplePlaybackDisabled;
|
||||||
|
|
||||||
|
private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
|
||||||
|
|
||||||
private bool exitConfirmed;
|
private bool exitConfirmed;
|
||||||
|
|
||||||
private string lastSavedHash;
|
private string lastSavedHash;
|
||||||
@ -109,9 +114,10 @@ namespace osu.Game.Screens.Edit
|
|||||||
UpdateClockSource();
|
UpdateClockSource();
|
||||||
|
|
||||||
dependencies.CacheAs(clock);
|
dependencies.CacheAs(clock);
|
||||||
dependencies.CacheAs<ISamplePlaybackDisabler>(clock);
|
|
||||||
AddInternal(clock);
|
AddInternal(clock);
|
||||||
|
|
||||||
|
clock.SeekingOrStopped.BindValueChanged(_ => updateSampleDisabledState());
|
||||||
|
|
||||||
// todo: remove caching of this and consume via editorBeatmap?
|
// todo: remove caching of this and consume via editorBeatmap?
|
||||||
dependencies.Cache(beatDivisor);
|
dependencies.Cache(beatDivisor);
|
||||||
|
|
||||||
@ -557,40 +563,52 @@ namespace osu.Game.Screens.Edit
|
|||||||
.ScaleTo(0.98f, 200, Easing.OutQuint)
|
.ScaleTo(0.98f, 200, Easing.OutQuint)
|
||||||
.FadeOut(200, Easing.OutQuint);
|
.FadeOut(200, Easing.OutQuint);
|
||||||
|
|
||||||
if ((currentScreen = screenContainer.SingleOrDefault(s => s.Type == e.NewValue)) != null)
|
try
|
||||||
{
|
{
|
||||||
screenContainer.ChangeChildDepth(currentScreen, lastScreen?.Depth + 1 ?? 0);
|
if ((currentScreen = screenContainer.SingleOrDefault(s => s.Type == e.NewValue)) != null)
|
||||||
|
{
|
||||||
|
screenContainer.ChangeChildDepth(currentScreen, lastScreen?.Depth + 1 ?? 0);
|
||||||
|
|
||||||
currentScreen
|
currentScreen
|
||||||
.ScaleTo(1, 200, Easing.OutQuint)
|
.ScaleTo(1, 200, Easing.OutQuint)
|
||||||
.FadeIn(200, Easing.OutQuint);
|
.FadeIn(200, Easing.OutQuint);
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch (e.NewValue)
|
||||||
|
{
|
||||||
|
case EditorScreenMode.SongSetup:
|
||||||
|
currentScreen = new SetupScreen();
|
||||||
|
break;
|
||||||
|
|
||||||
|
case EditorScreenMode.Compose:
|
||||||
|
currentScreen = new ComposeScreen();
|
||||||
|
break;
|
||||||
|
|
||||||
|
case EditorScreenMode.Design:
|
||||||
|
currentScreen = new DesignScreen();
|
||||||
|
break;
|
||||||
|
|
||||||
|
case EditorScreenMode.Timing:
|
||||||
|
currentScreen = new TimingScreen();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
LoadComponentAsync(currentScreen, newScreen =>
|
||||||
|
{
|
||||||
|
if (newScreen == currentScreen)
|
||||||
|
screenContainer.Add(newScreen);
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
finally
|
||||||
switch (e.NewValue)
|
|
||||||
{
|
{
|
||||||
case EditorScreenMode.SongSetup:
|
updateSampleDisabledState();
|
||||||
currentScreen = new SetupScreen();
|
|
||||||
break;
|
|
||||||
|
|
||||||
case EditorScreenMode.Compose:
|
|
||||||
currentScreen = new ComposeScreen();
|
|
||||||
break;
|
|
||||||
|
|
||||||
case EditorScreenMode.Design:
|
|
||||||
currentScreen = new DesignScreen();
|
|
||||||
break;
|
|
||||||
|
|
||||||
case EditorScreenMode.Timing:
|
|
||||||
currentScreen = new TimingScreen();
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
LoadComponentAsync(currentScreen, newScreen =>
|
private void updateSampleDisabledState()
|
||||||
{
|
{
|
||||||
if (newScreen == currentScreen)
|
samplePlaybackDisabled.Value = clock.SeekingOrStopped.Value || !(currentScreen is ComposeScreen);
|
||||||
screenContainer.Add(newScreen);
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void seek(UIEvent e, int direction)
|
private void seek(UIEvent e, int direction)
|
||||||
|
@ -11,14 +11,13 @@ using osu.Framework.Timing;
|
|||||||
using osu.Framework.Utils;
|
using osu.Framework.Utils;
|
||||||
using osu.Game.Beatmaps;
|
using osu.Game.Beatmaps;
|
||||||
using osu.Game.Beatmaps.ControlPoints;
|
using osu.Game.Beatmaps.ControlPoints;
|
||||||
using osu.Game.Screens.Play;
|
|
||||||
|
|
||||||
namespace osu.Game.Screens.Edit
|
namespace osu.Game.Screens.Edit
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// A decoupled clock which adds editor-specific functionality, such as snapping to a user-defined beat divisor.
|
/// A decoupled clock which adds editor-specific functionality, such as snapping to a user-defined beat divisor.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class EditorClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock, ISamplePlaybackDisabler
|
public class EditorClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock
|
||||||
{
|
{
|
||||||
public IBindable<Track> Track => track;
|
public IBindable<Track> Track => track;
|
||||||
|
|
||||||
@ -32,9 +31,9 @@ namespace osu.Game.Screens.Edit
|
|||||||
|
|
||||||
private readonly DecoupleableInterpolatingFramedClock underlyingClock;
|
private readonly DecoupleableInterpolatingFramedClock underlyingClock;
|
||||||
|
|
||||||
public IBindable<bool> SamplePlaybackDisabled => samplePlaybackDisabled;
|
public IBindable<bool> SeekingOrStopped => seekingOrStopped;
|
||||||
|
|
||||||
private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
|
private readonly Bindable<bool> seekingOrStopped = new Bindable<bool>(true);
|
||||||
|
|
||||||
public EditorClock(WorkingBeatmap beatmap, BindableBeatDivisor beatDivisor)
|
public EditorClock(WorkingBeatmap beatmap, BindableBeatDivisor beatDivisor)
|
||||||
: this(beatmap.Beatmap.ControlPointInfo, beatmap.Track.Length, beatDivisor)
|
: this(beatmap.Beatmap.ControlPointInfo, beatmap.Track.Length, beatDivisor)
|
||||||
@ -171,13 +170,13 @@ namespace osu.Game.Screens.Edit
|
|||||||
|
|
||||||
public void Stop()
|
public void Stop()
|
||||||
{
|
{
|
||||||
samplePlaybackDisabled.Value = true;
|
seekingOrStopped.Value = true;
|
||||||
underlyingClock.Stop();
|
underlyingClock.Stop();
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool Seek(double position)
|
public bool Seek(double position)
|
||||||
{
|
{
|
||||||
samplePlaybackDisabled.Value = true;
|
seekingOrStopped.Value = true;
|
||||||
|
|
||||||
ClearTransforms();
|
ClearTransforms();
|
||||||
return underlyingClock.Seek(position);
|
return underlyingClock.Seek(position);
|
||||||
@ -228,7 +227,7 @@ namespace osu.Game.Screens.Edit
|
|||||||
|
|
||||||
private void updateSeekingState()
|
private void updateSeekingState()
|
||||||
{
|
{
|
||||||
if (samplePlaybackDisabled.Value)
|
if (seekingOrStopped.Value)
|
||||||
{
|
{
|
||||||
if (track.Value?.IsRunning != true)
|
if (track.Value?.IsRunning != true)
|
||||||
{
|
{
|
||||||
@ -240,13 +239,13 @@ namespace osu.Game.Screens.Edit
|
|||||||
// we are either running a seek tween or doing an immediate seek.
|
// we are either running a seek tween or doing an immediate seek.
|
||||||
// in the case of an immediate seek the seeking bool will be set to false after one update.
|
// in the case of an immediate seek the seeking bool will be set to false after one update.
|
||||||
// this allows for silencing hit sounds and the likes.
|
// this allows for silencing hit sounds and the likes.
|
||||||
samplePlaybackDisabled.Value = Transforms.Any();
|
seekingOrStopped.Value = Transforms.Any();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SeekTo(double seekDestination)
|
public void SeekTo(double seekDestination)
|
||||||
{
|
{
|
||||||
samplePlaybackDisabled.Value = true;
|
seekingOrStopped.Value = true;
|
||||||
|
|
||||||
if (IsRunning)
|
if (IsRunning)
|
||||||
Seek(seekDestination);
|
Seek(seekDestination);
|
||||||
|
Loading…
Reference in New Issue
Block a user