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Remove "pause rate adjust" flow
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799c74cfe5
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@ -27,11 +27,6 @@ namespace osu.Game.Beatmaps
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{
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{
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private readonly bool applyOffsets;
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private readonly bool applyOffsets;
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/// <summary>
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/// The total frequency adjustment from pause transforms. Should eventually be handled in a better way.
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/// </summary>
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public readonly BindableDouble ExternalPauseFrequencyAdjust = new BindableDouble(1);
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private readonly OffsetCorrectionClock? userGlobalOffsetClock;
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private readonly OffsetCorrectionClock? userGlobalOffsetClock;
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private readonly OffsetCorrectionClock? platformOffsetClock;
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private readonly OffsetCorrectionClock? platformOffsetClock;
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private readonly OffsetCorrectionClock? userBeatmapOffsetClock;
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private readonly OffsetCorrectionClock? userBeatmapOffsetClock;
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@ -69,13 +64,13 @@ namespace osu.Game.Beatmaps
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{
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{
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// Audio timings in general with newer BASS versions don't match stable.
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// Audio timings in general with newer BASS versions don't match stable.
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// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
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// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
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platformOffsetClock = new OffsetCorrectionClock(interpolatedTrack, ExternalPauseFrequencyAdjust) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
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platformOffsetClock = new OffsetCorrectionClock(interpolatedTrack) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
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// User global offset (set in settings) should also be applied.
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// User global offset (set in settings) should also be applied.
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userGlobalOffsetClock = new OffsetCorrectionClock(platformOffsetClock, ExternalPauseFrequencyAdjust);
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userGlobalOffsetClock = new OffsetCorrectionClock(platformOffsetClock);
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// User per-beatmap offset will be applied to this final clock.
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// User per-beatmap offset will be applied to this final clock.
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finalClockSource = userBeatmapOffsetClock = new OffsetCorrectionClock(userGlobalOffsetClock, ExternalPauseFrequencyAdjust);
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finalClockSource = userBeatmapOffsetClock = new OffsetCorrectionClock(userGlobalOffsetClock);
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}
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}
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else
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else
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{
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{
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@ -207,7 +207,6 @@ namespace osu.Game.Screens.Play
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musicController.ResetTrackAdjustments();
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musicController.ResetTrackAdjustments();
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track.BindAdjustments(AdjustmentsFromMods);
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track.BindAdjustments(AdjustmentsFromMods);
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track.AddAdjustment(AdjustableProperty.Frequency, GameplayClock.ExternalPauseFrequencyAdjust);
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track.AddAdjustment(AdjustableProperty.Frequency, UserPlaybackRate);
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track.AddAdjustment(AdjustableProperty.Frequency, UserPlaybackRate);
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speedAdjustmentsApplied = true;
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speedAdjustmentsApplied = true;
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@ -219,7 +218,6 @@ namespace osu.Game.Screens.Play
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return;
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return;
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track.UnbindAdjustments(AdjustmentsFromMods);
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track.UnbindAdjustments(AdjustmentsFromMods);
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track.RemoveAdjustment(AdjustableProperty.Frequency, GameplayClock.ExternalPauseFrequencyAdjust);
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track.RemoveAdjustment(AdjustableProperty.Frequency, UserPlaybackRate);
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track.RemoveAdjustment(AdjustableProperty.Frequency, UserPlaybackRate);
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speedAdjustmentsApplied = false;
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speedAdjustmentsApplied = false;
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@ -1,15 +1,12 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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using osu.Framework.Timing;
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namespace osu.Game.Screens.Play
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namespace osu.Game.Screens.Play
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{
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{
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public class OffsetCorrectionClock : FramedOffsetClock
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public class OffsetCorrectionClock : FramedOffsetClock
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{
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{
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private readonly BindableDouble pauseRateAdjust;
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private double offset;
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private double offset;
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public new double Offset
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public new double Offset
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@ -28,10 +25,9 @@ namespace osu.Game.Screens.Play
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public double RateAdjustedOffset => base.Offset;
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public double RateAdjustedOffset => base.Offset;
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public OffsetCorrectionClock(IClock source, BindableDouble pauseRateAdjust)
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public OffsetCorrectionClock(IClock source)
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: base(source)
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: base(source)
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{
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{
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this.pauseRateAdjust = pauseRateAdjust;
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}
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}
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public override void ProcessFrame()
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public override void ProcessFrame()
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@ -42,12 +38,8 @@ namespace osu.Game.Screens.Play
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private void updateOffset()
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private void updateOffset()
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{
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{
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// changing this during the pause transform effect will cause a potentially large offset to be suddenly applied as we approach zero rate.
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// we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
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if (pauseRateAdjust.Value == 1)
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base.Offset = Offset * Rate;
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{
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// we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
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base.Offset = Offset * Rate;
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}
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}
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}
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}
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}
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}
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}
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