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Fix custom sample set 0 not falling back to default samples
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@ -168,7 +168,7 @@ namespace osu.Game.Beatmaps.Formats
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{
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var baseInfo = base.ApplyTo(hitSampleInfo);
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if (string.IsNullOrEmpty(baseInfo.Suffix) && CustomSampleBank > 1)
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if (string.IsNullOrEmpty(baseInfo.Suffix) && CustomSampleBank > 0)
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baseInfo.Suffix = CustomSampleBank.ToString();
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return baseInfo;
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@ -415,7 +415,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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{
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set
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{
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if (value > 1)
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if (value > 0)
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Suffix = value.ToString();
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}
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}
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@ -2,8 +2,10 @@
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// See the LICENCE file in the repository root for full licence text.
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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.IO.Stores;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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namespace osu.Game.Skinning
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@ -33,6 +35,17 @@ namespace osu.Game.Skinning
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return base.GetConfig<TLookup, TValue>(lookup);
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}
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public override SampleChannel GetSample(ISampleInfo sampleInfo)
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{
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if (sampleInfo is HitSampleInfo hsi && string.IsNullOrEmpty(hsi.Suffix))
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{
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// When no custom sample set is provided, always fall-back to the default samples.
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return null;
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}
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return base.GetSample(sampleInfo);
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}
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private static SkinInfo createSkinInfo(BeatmapInfo beatmap) =>
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new SkinInfo { Name = beatmap.ToString(), Creator = beatmap.Metadata.Author.ToString() };
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}
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