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Apply safeties for AudioFilter
usage around drawables which go non-present
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7a96cf1289
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@ -115,6 +115,11 @@ namespace osu.Game.Collections
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};
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}
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public override bool IsPresent => base.IsPresent
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// Safety for low pass filter potentially getting stuck in applied state due to
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// transforms on `this` causing children to no longer be updated.
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|| lowPassFilter.IsAttached;
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protected override void PopIn()
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{
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lowPassFilter.CutoffTo(300, 100, Easing.OutCubic);
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@ -27,6 +27,12 @@ namespace osu.Game.Overlays
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public PopupDialog CurrentDialog { get; private set; }
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public override bool IsPresent => Scheduler.HasPendingTasks
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|| dialogContainer.Children.Count > 0
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// Safety for low pass filter potentially getting stuck in applied state due to
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// transforms on `this` causing children to no longer be updated.
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|| lowPassFilter.IsAttached;
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public DialogOverlay()
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{
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AutoSizeAxes = Axes.Y;
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@ -95,8 +101,6 @@ namespace osu.Game.Overlays
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}
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}
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public override bool IsPresent => Scheduler.HasPendingTasks || dialogContainer.Children.Count > 0;
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protected override bool BlockNonPositionalInput => true;
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protected override void PopIn()
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@ -78,8 +78,8 @@ namespace osu.Game.Screens.Play
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private readonly BindableDouble volumeAdjustment = new BindableDouble(1);
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private AudioFilter lowPassFilter = null!;
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private AudioFilter highPassFilter = null!;
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private AudioFilter? lowPassFilter;
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private AudioFilter? highPassFilter;
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private SkinnableSound sampleRestart = null!;
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@ -158,7 +158,7 @@ namespace osu.Game.Screens.Play
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}
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[BackgroundDependencyLoader]
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private void load(SessionStatics sessionStatics, AudioManager audio, OsuConfigManager config)
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private void load(SessionStatics sessionStatics, OsuConfigManager config)
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{
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muteWarningShownOnce = sessionStatics.GetBindable<bool>(Static.MutedAudioNotificationShownOnce);
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batteryWarningShownOnce = sessionStatics.GetBindable<bool>(Static.LowBatteryNotificationShownOnce);
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@ -205,8 +205,6 @@ namespace osu.Game.Screens.Play
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},
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},
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idleTracker = new IdleTracker(750),
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lowPassFilter = new AudioFilter(audio.TrackMixer),
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highPassFilter = new AudioFilter(audio.TrackMixer, BQFType.HighPass),
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sampleRestart = new SkinnableSound(new SampleInfo(@"Gameplay/restart", @"pause-retry-click"))
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};
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@ -284,8 +282,9 @@ namespace osu.Game.Screens.Play
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// stop the track before removing adjustment to avoid a volume spike.
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Beatmap.Value.Track.Stop();
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Beatmap.Value.Track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF);
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highPassFilter.CutoffTo(0);
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lowPassFilter?.RemoveAndDisposeImmediately();
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highPassFilter?.RemoveAndDisposeImmediately();
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}
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public override bool OnExiting(ScreenExitEvent e)
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@ -425,6 +424,12 @@ namespace osu.Game.Screens.Play
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settingsScroll.FadeInFromZero(500, Easing.Out)
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.MoveToX(0, 500, Easing.OutQuint);
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AddRangeInternal(new[]
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{
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lowPassFilter = new AudioFilter(audioManager.TrackMixer),
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highPassFilter = new AudioFilter(audioManager.TrackMixer, BQFType.HighPass),
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});
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lowPassFilter.CutoffTo(1000, 650, Easing.OutQuint);
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highPassFilter.CutoffTo(300).Then().CutoffTo(0, 1250); // 1250 is to line up with the appearance of MetadataInfo (750 delay + 500 fade-in)
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@ -437,13 +442,23 @@ namespace osu.Game.Screens.Play
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content.StopTracking();
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content.ScaleTo(0.7f, CONTENT_OUT_DURATION * 2, Easing.OutQuint);
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content.FadeOut(CONTENT_OUT_DURATION, Easing.OutQuint);
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content.FadeOut(CONTENT_OUT_DURATION, Easing.OutQuint)
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// Safety for filter potentially getting stuck in applied state due to
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// transforms on `this` causing children to no longer be updated.
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.OnComplete(_ =>
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{
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highPassFilter?.RemoveAndDisposeImmediately();
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highPassFilter = null;
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lowPassFilter?.RemoveAndDisposeImmediately();
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lowPassFilter = null;
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});
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settingsScroll.FadeOut(CONTENT_OUT_DURATION, Easing.OutQuint)
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.MoveToX(settingsScroll.DrawWidth, CONTENT_OUT_DURATION * 2, Easing.OutQuint);
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lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF, CONTENT_OUT_DURATION);
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highPassFilter.CutoffTo(0, CONTENT_OUT_DURATION);
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lowPassFilter?.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF, CONTENT_OUT_DURATION);
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highPassFilter?.CutoffTo(0, CONTENT_OUT_DURATION);
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}
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private void pushWhenLoaded()
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