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Add ability to parse per-repeat sounds.
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@ -80,8 +80,54 @@ namespace osu.Game.Rulesets.Objects.Legacy
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if (split.Length > 10)
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readCustomSampleBanks(split[10], bankInfo);
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result = CreateSlider(new Vector2(int.Parse(split[0]), int.Parse(split[1])), combo, points, length, curveType, repeatCount);
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// Per-repeat sounds
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// Populate initial bank infos with the default hit object bank
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List<SampleBankInfo> repeatBankInfos = new List<SampleBankInfo>();
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for (int i = 0; i <= repeatCount; i++)
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repeatBankInfos.Add(bankInfo.Clone());
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// Read any per-repeat banks
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if (split.Length > 9 && split[9].Length > 0)
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{
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string[] sets = split[9].Split('|');
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if (sets.Length > 0)
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{
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for (int i = 0; i <= repeatCount; i++)
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{
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if (i >= sets.Length)
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break;
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SampleBankInfo info = repeatBankInfos[i];
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readCustomSampleBanks(sets[i], info);
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}
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}
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}
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// Read any per-repeat sample infos
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List<List<SampleInfo>> sounds = new List<List<SampleInfo>>();
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if (split.Length > 8 && split[8].Length > 0)
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{
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// Per-repeat sample types
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string[] adds = split[9].Split('|');
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if (adds.Length > 0)
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{
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for (int i = 0; i <= repeatCount; i++)
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{
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if (i >= adds.Length)
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{
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sounds.Add(convertSoundType(soundType, repeatBankInfos[i]));
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continue;
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}
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int sound;
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int.TryParse(adds[i], out sound);
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sounds.Add(convertSoundType((LegacySoundType)sound, repeatBankInfos[i]));
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}
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}
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}
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result = CreateSlider(new Vector2(int.Parse(split[0]), int.Parse(split[1])), combo, points, length, curveType, repeatCount, sounds);
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}
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else if ((type & HitObjectType.Spinner) > 0)
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{
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@ -157,7 +203,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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/// <param name="curveType">The slider curve type.</param>
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/// <param name="repeatCount">The slider repeat count.</param>
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/// <returns>The hit object.</returns>
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protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount);
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protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> sounds);
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/// <summary>
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/// Creates a legacy Spinner-type hit object.
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