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Expose mute adjustment instead

This commit is contained in:
smoogipoo 2021-04-26 19:01:30 +09:00
parent 4c5a5c449a
commit 94d0b06493
3 changed files with 30 additions and 60 deletions

View File

@ -209,28 +209,28 @@ namespace osu.Game.Tests.Visual.Multiplayer
start(new[] { PLAYER_1_ID, PLAYER_2_ID });
loadSpectateScreen();
assertVolume(PLAYER_1_ID, 0);
assertVolume(PLAYER_2_ID, 0);
assertMuted(PLAYER_1_ID, true);
assertMuted(PLAYER_2_ID, true);
sendFrames(PLAYER_1_ID, 10);
sendFrames(PLAYER_2_ID, 20);
assertVolume(PLAYER_1_ID, 1);
assertVolume(PLAYER_2_ID, 0);
assertMuted(PLAYER_1_ID, false);
assertMuted(PLAYER_2_ID, true);
checkPaused(PLAYER_1_ID, true);
assertVolume(PLAYER_1_ID, 0);
assertVolume(PLAYER_2_ID, 1);
assertMuted(PLAYER_1_ID, true);
assertMuted(PLAYER_2_ID, false);
sendFrames(PLAYER_1_ID, 100);
waitForCatchup(PLAYER_1_ID);
checkPaused(PLAYER_2_ID, true);
assertVolume(PLAYER_1_ID, 1);
assertVolume(PLAYER_2_ID, 0);
assertMuted(PLAYER_1_ID, false);
assertMuted(PLAYER_2_ID, true);
sendFrames(PLAYER_2_ID, 100);
waitForCatchup(PLAYER_2_ID);
assertVolume(PLAYER_1_ID, 1);
assertVolume(PLAYER_2_ID, 0);
assertMuted(PLAYER_1_ID, false);
assertMuted(PLAYER_2_ID, true);
}
private void loadSpectateScreen(bool waitForPlayerLoad = true)
@ -292,8 +292,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
private void checkPausedInstant(int userId, bool state)
=> AddAssert($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
private void assertVolume(int userId, double volume)
=> AddAssert($"{userId} volume is {volume}", () => getInstance(userId).Volume.Value == volume);
private void assertMuted(int userId, bool muted)
=> AddAssert($"{userId} {(muted ? "is" : "is not")} muted", () => getInstance(userId).Mute == muted);
private void waitForCatchup(int userId)
=> AddUntilStep($"{userId} not catching up", () => !getInstance(userId).GameplayClock.IsCatchingUp);

View File

@ -111,7 +111,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
.FirstOrDefault();
foreach (var instance in instances)
instance.Volume.Value = instance == currentAudioSource ? 1 : 0;
instance.Mute = instance != currentAudioSource;
}
}

View File

@ -23,7 +23,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
/// <summary>
/// Provides an area for and manages the hierarchy of a spectated player within a <see cref="MultiSpectatorScreen"/>.
/// </summary>
public class PlayerArea : CompositeDrawable, IAdjustableAudioComponent
public class PlayerArea : CompositeDrawable
{
/// <summary>
/// Whether a <see cref="Player"/> is loaded in the area.
@ -50,9 +50,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
[Resolved]
private BeatmapManager beatmapManager { get; set; }
private readonly BindableDouble volumeAdjustment = new BindableDouble();
private readonly Container gameplayContent;
private readonly LoadingLayer loadingLayer;
private readonly AudioContainer audioContainer;
private OsuScreenStack stack;
public PlayerArea(int userId, IFrameBasedClock masterClock)
@ -62,6 +62,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
RelativeSizeAxes = Axes.Both;
Masking = true;
AudioContainer audioContainer;
InternalChildren = new Drawable[]
{
audioContainer = new AudioContainer
@ -72,6 +73,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
loadingLayer = new LoadingLayer(true) { State = { Value = Visibility.Visible } }
};
audioContainer.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);
GameplayClock.Source = masterClock;
}
@ -92,55 +95,22 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
loadingLayer.Hide();
}
private bool mute = true;
public bool Mute
{
get => mute;
set
{
mute = value;
volumeAdjustment.Value = value ? 0 : 1;
}
}
// Player interferes with global input, so disable input for now.
public override bool PropagatePositionalInputSubTree => false;
public override bool PropagateNonPositionalInputSubTree => false;
#region IAdjustableAudioComponent
public IBindable<double> AggregateVolume => audioContainer.AggregateVolume;
public IBindable<double> AggregateBalance => audioContainer.AggregateBalance;
public IBindable<double> AggregateFrequency => audioContainer.AggregateFrequency;
public IBindable<double> AggregateTempo => audioContainer.AggregateTempo;
public void BindAdjustments(IAggregateAudioAdjustment component)
{
audioContainer.BindAdjustments(component);
}
public void UnbindAdjustments(IAggregateAudioAdjustment component)
{
audioContainer.UnbindAdjustments(component);
}
public void AddAdjustment(AdjustableProperty type, IBindable<double> adjustBindable)
{
audioContainer.AddAdjustment(type, adjustBindable);
}
public void RemoveAdjustment(AdjustableProperty type, IBindable<double> adjustBindable)
{
audioContainer.RemoveAdjustment(type, adjustBindable);
}
public void RemoveAllAdjustments(AdjustableProperty type)
{
audioContainer.RemoveAllAdjustments(type);
}
public BindableNumber<double> Volume => audioContainer.Volume;
public BindableNumber<double> Balance => audioContainer.Balance;
public BindableNumber<double> Frequency => audioContainer.Frequency;
public BindableNumber<double> Tempo => audioContainer.Tempo;
#endregion
private class PlayerIsolationContainer : Container
{
[Cached]