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Move sample playback logic local to avoid edge case with no bonus ticks
Can't see a better way of doing this.
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@ -45,6 +45,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private const float spinning_sample_initial_frequency = 1.0f;
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private const float spinning_sample_modulated_base_frequency = 0.5f;
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private SkinnableSound maxBonusSample;
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/// <summary>
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/// The amount of bonus score gained from spinning after the required number of spins, for display purposes.
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/// </summary>
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@ -109,6 +111,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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MinimumSampleVolume = MINIMUM_SAMPLE_VOLUME,
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Looping = true,
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Frequency = { Value = spinning_sample_initial_frequency }
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},
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maxBonusSample = new SkinnableSound
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{
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MinimumSampleVolume = MINIMUM_SAMPLE_VOLUME,
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}
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});
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@ -128,6 +134,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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base.OnFree();
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spinningSample.ClearSamples();
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maxBonusSample.ClearSamples();
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}
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protected override void LoadSamples()
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@ -136,6 +143,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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spinningSample.Samples = HitObject.CreateSpinningSamples().Cast<ISampleInfo>().ToArray();
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spinningSample.Frequency.Value = spinning_sample_initial_frequency;
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maxBonusSample.Samples = new ISampleInfo[] { HitObject.CreateHitSampleInfo("spinnerbonus") };
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}
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private void updateSpinningSample(ValueChangedEvent<bool> tracking)
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@ -157,6 +166,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.StopAllSamples();
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spinningSample?.Stop();
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maxBonusSample?.Stop();
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}
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protected override void AddNestedHitObject(DrawableHitObject hitObject)
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@ -303,8 +313,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private static readonly int score_per_tick = new SpinnerBonusTick.OsuSpinnerBonusTickJudgement().MaxNumericResult;
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private int lastMaxSamplePlayback;
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private void updateBonusScore()
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{
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if (ticks.Count == 0)
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@ -327,9 +335,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (tick == null)
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{
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// we still want to play a sound. this will probably be a new sound in the future, but for now let's continue playing the bonus sound.
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// round robin to avoid hitting playback concurrency.
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tick = ticks.OfType<DrawableSpinnerBonusTick>().Skip(lastMaxSamplePlayback++ % HitObject.MaximumBonusSpins).First();
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tick.PlaySamples();
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// TODO: this doesn't concurrency. i can't figure out how to make it concurrency. samples are bad and need a refactor.
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maxBonusSample.Play();
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}
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else
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tick.TriggerResult(true);
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