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Merge pull request #8699 from Fire937/stereo-shifted-playback

Add stereo shifted hitsound playback support
This commit is contained in:
Dan Balasescu 2020-04-13 17:51:13 +09:00 committed by GitHub
commit 9dfca4a374
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 55 additions and 3 deletions

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@ -70,6 +70,8 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawables
public float DisplayRadius => DrawSize.X / 2 * Scale.X * HitObject.Scale;
protected override float SamplePlaybackPosition => HitObject.X;
protected DrawableCatchHitObject(CatchHitObject hitObject)
: base(hitObject)
{

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@ -7,6 +7,7 @@ using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Rulesets.Mania.UI;
namespace osu.Game.Rulesets.Mania.Objects.Drawables
{
@ -24,6 +25,20 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
protected readonly IBindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
[Resolved(canBeNull: true)]
private ManiaPlayfield playfield { get; set; }
protected override float SamplePlaybackPosition
{
get
{
if (playfield == null)
return base.SamplePlaybackPosition;
return (float)HitObject.Column / playfield.TotalColumns;
}
}
protected DrawableManiaHitObject(ManiaHitObject hitObject)
: base(hitObject)
{

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@ -6,6 +6,7 @@ using osu.Framework.Graphics.Containers;
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Objects.Drawables;
@ -14,6 +15,7 @@ using osuTK;
namespace osu.Game.Rulesets.Mania.UI
{
[Cached]
public class ManiaPlayfield : ScrollingPlayfield
{
private readonly List<Stage> stages = new List<Stage>();

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@ -7,6 +7,7 @@ using osu.Framework.Graphics;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
@ -18,6 +19,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
// Must be set to update IsHovered as it's used in relax mdo to detect osu hit objects.
public override bool HandlePositionalInput => true;
protected override float SamplePlaybackPosition => HitObject.X / OsuPlayfield.BASE_SIZE.X;
/// <summary>
/// Whether this <see cref="DrawableOsuHitObject"/> can be hit.
/// If non-null, judgements will be ignored (resulting in a shake) whilst the function returns false.

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@ -88,6 +88,7 @@ namespace osu.Game.Configuration
Set(OsuSetting.ShowProgressGraph, true);
Set(OsuSetting.ShowHealthDisplayWhenCantFail, true);
Set(OsuSetting.KeyOverlay, false);
Set(OsuSetting.PositionalHitSounds, true);
Set(OsuSetting.ScoreMeter, ScoreMeterType.HitErrorBoth);
Set(OsuSetting.FloatingComments, false);
@ -176,6 +177,7 @@ namespace osu.Game.Configuration
LightenDuringBreaks,
ShowStoryboard,
KeyOverlay,
PositionalHitSounds,
ScoreMeter,
FloatingComments,
ShowInterface,

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@ -57,6 +57,11 @@ namespace osu.Game.Overlays.Settings.Sections.Gameplay
LabelText = "Always show key overlay",
Bindable = config.GetBindable<bool>(OsuSetting.KeyOverlay)
},
new SettingsCheckbox
{
LabelText = "Positional hitsounds",
Bindable = config.GetBindable<bool>(OsuSetting.PositionalHitSounds)
},
new SettingsEnumDropdown<ScoreMeterType>
{
LabelText = "Score meter type",

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@ -12,11 +12,13 @@ using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Threading;
using osu.Framework.Audio;
using osu.Game.Audio;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osu.Game.Configuration;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Objects.Drawables
@ -84,8 +86,20 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// </summary>
public JudgementResult Result { get; private set; }
/// <summary>
/// The relative X position of this hit object for sample playback balance adjustment.
/// </summary>
/// <remarks>
/// This is a range of 0..1 (0 for far-left, 0.5 for centre, 1 for far-right).
/// Dampening is post-applied to ensure the effect is not too intense.
/// </remarks>
protected virtual float SamplePlaybackPosition => 0.5f;
private readonly BindableDouble balanceAdjust = new BindableDouble();
private BindableList<HitSampleInfo> samplesBindable;
private Bindable<double> startTimeBindable;
private Bindable<bool> userPositionalHitSounds;
private Bindable<int> comboIndexBindable;
public override bool RemoveWhenNotAlive => false;
@ -104,8 +118,9 @@ namespace osu.Game.Rulesets.Objects.Drawables
}
[BackgroundDependencyLoader]
private void load()
private void load(OsuConfigManager config)
{
userPositionalHitSounds = config.GetBindable<bool>(OsuSetting.PositionalHitSounds);
var judgement = HitObject.CreateJudgement();
Result = CreateResult(judgement);
@ -156,7 +171,9 @@ namespace osu.Game.Rulesets.Objects.Drawables
+ $" This is an indication that {nameof(HitObject.ApplyDefaults)} has not been invoked on {this}.");
}
AddInternal(Samples = new SkinnableSound(samples.Select(s => HitObject.SampleControlPoint.ApplyTo(s))));
Samples = new SkinnableSound(samples.Select(s => HitObject.SampleControlPoint.ApplyTo(s)));
Samples.AddAdjustment(AdjustableProperty.Balance, balanceAdjust);
AddInternal(Samples);
}
private void onDefaultsApplied() => apply(HitObject);
@ -353,7 +370,13 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// Plays all the hit sounds for this <see cref="DrawableHitObject"/>.
/// This is invoked automatically when this <see cref="DrawableHitObject"/> is hit.
/// </summary>
public virtual void PlaySamples() => Samples?.Play();
public virtual void PlaySamples()
{
const float balance_adjust_amount = 0.4f;
balanceAdjust.Value = balance_adjust_amount * (userPositionalHitSounds.Value ? SamplePlaybackPosition - 0.5f : 0);
Samples?.Play();
}
protected override void Update()
{