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Apply a ducking effect to the currently playing track when switching ruleset
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@ -16,6 +16,7 @@ using osu.Framework.Graphics.Audio;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Framework.Threading;
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using osu.Game.Audio.Effects;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Rulesets.Mods;
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@ -63,6 +64,16 @@ namespace osu.Game.Overlays
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[Resolved]
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private RealmAccess realm { get; set; }
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private AudioFilter audioDuckFilter;
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private readonly BindableDouble audioDuckVolume = new BindableDouble(1);
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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AddInternal(audioDuckFilter = new AudioFilter(audio.TrackMixer));
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audio.Tracks.AddAdjustment(AdjustableProperty.Volume, audioDuckVolume);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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@ -243,6 +254,52 @@ namespace osu.Game.Overlays
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onSuccess?.Invoke();
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});
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/// <summary>
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/// Attenuates the volume and/or filters the currently playing track.
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/// </summary>
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/// <param name="duration">Duration of the ducking transition, in ms.</param>
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/// <param name="duckVolumeTo">Level to drop volume to (1.0 = 100%).</param>
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/// <param name="duckCutoffTo">Cutoff frequency to drop `AudioFilter` to. Use `AudioFilter.MAX_LOWPASS_CUTOFF` to skip filter effect.</param>
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/// <param name="easing">Easing for the ducking transition.</param>
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public void Duck(int duration = 0, float duckVolumeTo = 0.25f, int duckCutoffTo = 300, Easing easing = Easing.InCubic)
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{
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Schedule(() =>
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{
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audioDuckFilter?.CutoffTo(duckCutoffTo, duration, easing);
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this.TransformBindableTo(audioDuckVolume, duckVolumeTo, duration, easing);
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});
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}
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/// <summary>
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/// Restores the volume to full and stops filtering the currently playing track after having used <see cref="Duck"/>.
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/// </summary>
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/// <param name="duration">Duration of the unducking transition, in ms.</param>
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/// <param name="easing">Easing for the unducking transition.</param>
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public void Unduck(int duration = 500, Easing easing = Easing.InCubic)
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{
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Schedule(() =>
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{
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audioDuckFilter?.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF, duration, easing);
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this.TransformBindableTo(audioDuckVolume, 1, duration, easing);
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});
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}
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/// <summary>
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/// A convenience method that ducks the currently playing track, then after a delay, unducks it.
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/// </summary>
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/// <param name="delay">Delay after audio is ducked before unducking begins, in ms.</param>
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/// <param name="unduckDuration">Duration of the unducking transition, in ms.</param>
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/// <param name="unduckEasing">Easing for the unducking transition.</param>
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/// <param name="duckVolumeTo">Level to drop volume to (1.0 = 100%).</param>
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/// <param name="duckCutoffTo">Cutoff frequency to drop `AudioFilter` to. Use `AudioFilter.MAX_LOWPASS_CUTOFF` to skip filter effect.</param>
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/// <param name="duckDuration">Duration of the ducking transition, in ms.</param>
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/// <param name="duckEasing">Easing for the ducking transition.</param>
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public void TimedDuck(int delay, int unduckDuration = 500, Easing unduckEasing = Easing.InCubic, float duckVolumeTo = 0.25f, int duckCutoffTo = 300, int duckDuration = 0, Easing duckEasing = Easing.InCubic)
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{
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Duck(duckDuration, duckVolumeTo, duckCutoffTo, duckEasing);
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Scheduler.AddDelayed(() => Unduck(unduckDuration, unduckEasing), delay);
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}
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private bool next()
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{
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if (beatmap.Disabled || !AllowTrackControl.Value)
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@ -3,8 +3,12 @@
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#nullable disable
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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@ -21,6 +25,12 @@ namespace osu.Game.Overlays.Toolbar
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{
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protected Drawable ModeButtonLine { get; private set; }
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[Resolved]
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private MusicController musicController { get; set; }
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private readonly Dictionary<RulesetInfo, Sample> rulesetSelectionSample = new Dictionary<RulesetInfo, Sample>();
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private readonly Dictionary<RulesetInfo, SampleChannel> rulesetSelectionChannel = new Dictionary<RulesetInfo, SampleChannel>();
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public ToolbarRulesetSelector()
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{
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RelativeSizeAxes = Axes.Y;
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@ -28,7 +38,7 @@ namespace osu.Game.Overlays.Toolbar
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}
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[BackgroundDependencyLoader]
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private void load()
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private void load(AudioManager audio)
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{
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AddRangeInternal(new[]
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{
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@ -54,6 +64,11 @@ namespace osu.Game.Overlays.Toolbar
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}
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},
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});
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foreach (var r in Rulesets.AvailableRulesets)
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rulesetSelectionSample[r] = audio.Samples.Get($@"UI/ruleset-select-{r.ShortName}");
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Current.ValueChanged += playRulesetSelectionSample;
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}
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protected override void LoadComplete()
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@ -84,6 +99,20 @@ namespace osu.Game.Overlays.Toolbar
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}
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}
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private void playRulesetSelectionSample(ValueChangedEvent<RulesetInfo> r)
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{
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if (r.OldValue == null)
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return;
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if (rulesetSelectionChannel.TryGetValue(r.OldValue, out var sampleChannel))
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sampleChannel?.Stop();
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rulesetSelectionChannel[r.NewValue] = rulesetSelectionSample[r.NewValue].GetChannel();
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rulesetSelectionChannel[r.NewValue]?.Play();
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musicController?.TimedDuck(600);
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}
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public override bool HandleNonPositionalInput => !Current.Disabled && base.HandleNonPositionalInput;
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public override bool HandlePositionalInput => !Current.Disabled && base.HandlePositionalInput;
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@ -2,8 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.UserInterface;
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@ -19,8 +17,6 @@ namespace osu.Game.Overlays.Toolbar
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{
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private readonly RulesetButton ruleset;
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private Sample? selectSample;
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public ToolbarRulesetTabButton(RulesetInfo value)
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: base(value)
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{
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@ -38,18 +34,10 @@ namespace osu.Game.Overlays.Toolbar
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ruleset.SetIcon(rInstance.CreateIcon());
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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selectSample = audio.Samples.Get($@"UI/ruleset-select-{Value.ShortName}");
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}
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protected override void OnActivated() => ruleset.Active = true;
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protected override void OnDeactivated() => ruleset.Active = false;
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protected override void OnActivatedByUser() => selectSample?.Play();
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private partial class RulesetButton : ToolbarButton
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{
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protected override HoverSounds CreateHoverSounds(HoverSampleSet sampleSet) => new HoverSounds();
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