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Add failing test cases for strong object sample playback
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@ -109,6 +109,35 @@ namespace osu.Game.Rulesets.Taiko.Tests
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "soft");
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}
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[Test]
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public void TestDrumStrongHit()
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{
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AddStep("add strong hit with drum samples", () =>
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{
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var hit = new Hit
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{
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StartTime = 100,
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Samples = new List<HitSampleInfo>
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{
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new HitSampleInfo(HitSampleInfo.HIT_NORMAL, "drum"),
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new HitSampleInfo(HitSampleInfo.HIT_FINISH, "drum") // implies strong
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}
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};
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hit.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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var drawableHit = new DrawableHit(hit);
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hitObjectContainer.Add(drawableHit);
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});
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AddAssert("most valid object is strong nested hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit.StrongNestedHit>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
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AddStep("seek past hit", () => manualClock.CurrentTime = 200);
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AddAssert("most valid object is hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
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}
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[Test]
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public void TestNormalDrumRoll()
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{
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@ -177,6 +206,41 @@ namespace osu.Game.Rulesets.Taiko.Tests
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "soft");
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}
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[Test]
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public void TestDrumStrongDrumRoll()
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{
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AddStep("add strong drum roll with drum samples", () =>
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{
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var drumRoll = new DrumRoll
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{
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StartTime = 100,
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EndTime = 1100,
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Samples = new List<HitSampleInfo>
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{
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new HitSampleInfo(HitSampleInfo.HIT_NORMAL, "drum"),
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new HitSampleInfo(HitSampleInfo.HIT_FINISH, "drum") // implies strong
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}
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};
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drumRoll.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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var drawableDrumRoll = new DrawableDrumRoll(drumRoll);
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hitObjectContainer.Add(drawableDrumRoll);
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});
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AddAssert("most valid object is drum roll tick's nested strong hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick.StrongNestedHit>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
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AddStep("seek to middle of drum roll", () => manualClock.CurrentTime = 600);
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AddAssert("most valid object is drum roll tick's nested strong hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick.StrongNestedHit>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
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AddStep("seek past drum roll", () => manualClock.CurrentTime = 1200);
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AddAssert("most valid object is drum roll", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRoll>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
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}
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[Test]
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public void TestNormalSwell()
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{
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@ -216,7 +280,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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{
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AddStep("add swell with drum samples", () =>
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{
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var swell = new Swell()
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var swell = new Swell
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{
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StartTime = 100,
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EndTime = 1100,
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