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mirror of https://github.com/ppy/osu.git synced 2024-09-21 18:47:27 +08:00

Move flourish playback to own trigger source

This commit is contained in:
Dean Herbert 2023-07-07 14:46:36 +09:00
parent 6bfbcca2fd
commit 9bdc80a749
4 changed files with 97 additions and 41 deletions

View File

@ -3,6 +3,7 @@
using osu.Framework.Allocation;
using osu.Game.Audio;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
@ -11,16 +12,31 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Argon
{
internal partial class ArgonDrumSamplePlayer : DrumSamplePlayer
{
private ArgonFlourishTriggerSource argonFlourishTrigger = null!;
[BackgroundDependencyLoader]
private void load(IPooledSampleProvider sampleProvider)
private void load(Playfield playfield, IPooledSampleProvider sampleProvider)
{
var hitObjectContainer = playfield.HitObjectContainer;
// Warm up pools for non-standard samples.
sampleProvider.GetPooledSample(new VolumeAwareHitSampleInfo(new HitSampleInfo(HitSampleInfo.HIT_NORMAL), true));
sampleProvider.GetPooledSample(new VolumeAwareHitSampleInfo(new HitSampleInfo(HitSampleInfo.HIT_CLAP), true));
sampleProvider.GetPooledSample(new VolumeAwareHitSampleInfo(new HitSampleInfo(HitSampleInfo.HIT_FLOURISH), true));
// We want to play back flourishes in an isolated source as to not have them cancelled.
AddInternal(argonFlourishTrigger = new ArgonFlourishTriggerSource(hitObjectContainer));
}
protected override DrumSampleTriggerSource CreateTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance) =>
new ArgonDrumSampleTriggerSource(hitObjectContainer, balance);
protected override void Play(DrumSampleTriggerSource triggerSource, HitType hitType, bool strong)
{
base.Play(triggerSource, hitType, strong);
// This won't always play something, but the logic for flourish playback is contained within.
argonFlourishTrigger.Play(hitType, strong);
}
}
}

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@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Game.Audio;
using osu.Game.Rulesets.Taiko.Objects;
@ -14,20 +13,12 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Argon
{
public partial class ArgonDrumSampleTriggerSource : DrumSampleTriggerSource
{
private readonly HitObjectContainer hitObjectContainer;
[Resolved]
private ISkinSource skinSource { get; set; } = null!;
/// <summary>
/// The minimum time to leave between flourishes that are added to strong rim hits.
/// </summary>
private const double time_between_flourishes = 2000;
public ArgonDrumSampleTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance)
: base(hitObjectContainer, balance)
{
this.hitObjectContainer = hitObjectContainer;
}
public override void Play(HitType hitType, bool strong)
@ -49,37 +40,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Argon
// let the magic begin...
var samplesToPlay = new List<ISampleInfo> { new VolumeAwareHitSampleInfo(originalSample, strong) };
if (strong && hitType == HitType.Rim && canPlayFlourish(hitObject))
samplesToPlay.Add(new VolumeAwareHitSampleInfo(hitObject.CreateHitSampleInfo(HitSampleInfo.HIT_FLOURISH), true));
PlaySamples(samplesToPlay.ToArray());
}
private bool canPlayFlourish(TaikoHitObject hitObject)
{
double? lastFlourish = null;
var hitObjects = hitObjectContainer.AliveObjects
.Reverse()
.Select(d => d.HitObject)
.OfType<Hit>()
.Where(h => h.IsStrong && h.Type == HitType.Rim);
// Add an additional 'flourish' sample to strong rim hits (that are at least `time_between_flourishes` apart).
// This is applied to hitobjects in reverse order, as to sound more musically coherent by biasing towards to
// end of groups/combos of strong rim hits instead of the start.
foreach (var h in hitObjects)
{
bool canFlourish = lastFlourish == null || lastFlourish - h.StartTime >= time_between_flourishes;
if (canFlourish)
lastFlourish = h.StartTime;
if (h == hitObject)
return canFlourish;
}
return false;
}
}
}

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@ -0,0 +1,76 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Framework.Allocation;
using osu.Game.Audio;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.Taiko.Skinning.Argon
{
internal partial class ArgonFlourishTriggerSource : ArgonDrumSampleTriggerSource
{
private readonly HitObjectContainer hitObjectContainer;
[Resolved]
private ISkinSource skinSource { get; set; } = null!;
/// <summary>
/// The minimum time to leave between flourishes that are added to strong rim hits.
/// </summary>
private const double time_between_flourishes = 2000;
public ArgonFlourishTriggerSource(HitObjectContainer hitObjectContainer)
: base(hitObjectContainer, SampleBalance.Centre)
{
this.hitObjectContainer = hitObjectContainer;
}
public override void Play(HitType hitType, bool strong)
{
TaikoHitObject? hitObject = GetMostValidObject() as TaikoHitObject;
if (hitObject == null)
return;
var originalSample = hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL);
// If the sample is provided by a legacy skin, we should not try and do anything special.
if (skinSource.FindProvider(s => s.GetSample(originalSample) != null) is LegacySkinTransformer)
return;
if (strong && hitType == HitType.Rim && canPlayFlourish(hitObject))
PlaySamples(new ISampleInfo[] { new VolumeAwareHitSampleInfo(hitObject.CreateHitSampleInfo(HitSampleInfo.HIT_FLOURISH), true) });
}
private bool canPlayFlourish(TaikoHitObject hitObject)
{
double? lastFlourish = null;
var hitObjects = hitObjectContainer.AliveObjects
.Reverse()
.Select(d => d.HitObject)
.OfType<Hit>()
.Where(h => h.IsStrong && h.Type == HitType.Rim);
// Add an additional 'flourish' sample to strong rim hits (that are at least `time_between_flourishes` apart).
// This is applied to hitobjects in reverse order, as to sound more musically coherent by biasing towards to
// end of groups/combos of strong rim hits instead of the start.
foreach (var h in hitObjects)
{
bool canFlourish = lastFlourish == null || lastFlourish - h.StartTime >= time_between_flourishes;
if (canFlourish)
lastFlourish = h.StartTime;
if (h == hitObject)
return canFlourish;
}
return false;
}
}
}

View File

@ -93,7 +93,7 @@ namespace osu.Game.Rulesets.Taiko.UI
}
}
triggerSource.Play(hitType, strong);
Play(triggerSource, hitType, strong);
lastHitTime = Time.Current;
lastAction = e.Action;
@ -101,6 +101,9 @@ namespace osu.Game.Rulesets.Taiko.UI
return false;
}
protected virtual void Play(DrumSampleTriggerSource triggerSource, HitType hitType, bool strong) =>
triggerSource.Play(hitType, strong);
private bool checkStrongValidity(TaikoAction newAction, TaikoAction? lastAction, double timeBetweenActions)
{
if (lastAction == null)