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Improve SFX playback behaviour of rapid kiai/star fountain activations
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@@ -6,9 +6,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Platform;
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using osu.Framework.Utils;
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using osu.Game.Audio;
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using osu.Game.Graphics.Containers;
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using osu.Game.Skinning;
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namespace osu.Game.Screens.Menu
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{
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@@ -20,7 +18,7 @@ namespace osu.Game.Screens.Menu
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[Resolved]
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private GameHost host { get; set; } = null!;
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private SkinnableSound? sample;
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private StarFountainSfx sfx = null!;
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[BackgroundDependencyLoader]
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private void load()
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@@ -41,7 +39,7 @@ namespace osu.Game.Screens.Menu
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Origin = Anchor.BottomRight,
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X = -250,
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},
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sample = new SkinnableSound(new SampleInfo("Gameplay/fountain-shoot"))
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sfx = new StarFountainSfx()
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};
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}
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@@ -83,9 +81,9 @@ namespace osu.Game.Screens.Menu
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break;
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}
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// Don't play SFX when game is in background as it can be a bit noisy.
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// Don't play SFX when game is in background, as it can be a bit noisy.
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if (host.IsActive.Value)
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sample?.Play();
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sfx.Trigger();
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}
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}
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}
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@@ -0,0 +1,74 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Threading;
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using osu.Game.Audio;
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using osu.Game.Skinning;
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namespace osu.Game.Screens.Menu
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{
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public partial class StarFountainSfx : Container
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{
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private const int shoot_retrigger_delay = 500;
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private const int loop_fade_duration = 500;
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private double? lastPlayback;
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private SkinnableSound? shootSample;
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private PausableSkinnableSound? loopSample;
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private ScheduledDelegate? loopFadeDelegate;
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private ScheduledDelegate? loopStopDelegate;
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public void Trigger()
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{
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loopFadeDelegate?.Cancel();
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loopStopDelegate?.Cancel();
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// Only play 'shootSample' if enough time has passed since last `Trigger()` call.
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if (lastPlayback == null || Time.Current - lastPlayback > shoot_retrigger_delay)
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{
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loopSample?.Stop();
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shootSample?.Play();
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lastPlayback = Time.Current;
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return;
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}
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if (loopSample == null) return;
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// Only call `Play()` if `loopSample` is not already playing, to prevent restarting the sample each time.
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if (!loopSample.RequestedPlaying)
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{
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loopSample.Volume.Value = 1f;
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loopSample.Play();
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}
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// Schedule a volume fadeout, followed by a `Stop()`.
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loopFadeDelegate = Scheduler.AddDelayed(() =>
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{
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this.TransformBindableTo(loopSample.Volume, 0, loop_fade_duration);
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loopStopDelegate = Scheduler.AddDelayed(() =>
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{
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loopSample?.Stop();
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}, loop_fade_duration);
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}, shoot_retrigger_delay);
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lastPlayback = Time.Current;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Children = new Drawable[]
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{
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shootSample = new SkinnableSound(new SampleInfo("Gameplay/fountain-shoot")),
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loopSample = new PausableSkinnableSound(new SampleInfo("Gameplay/fountain-loop")) { Looping = true },
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};
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}
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}
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}
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@@ -6,11 +6,9 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Game.Audio;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Containers;
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using osu.Game.Screens.Menu;
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using osu.Game.Skinning;
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namespace osu.Game.Screens.Play
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{
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@@ -21,7 +19,7 @@ namespace osu.Game.Screens.Play
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private Bindable<bool> kiaiStarFountains = null!;
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private SkinnableSound? sample;
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private StarFountainSfx sfx = null!;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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@@ -44,7 +42,7 @@ namespace osu.Game.Screens.Play
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Origin = Anchor.BottomRight,
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X = -75,
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},
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sample = new SkinnableSound(new SampleInfo("Gameplay/fountain-shoot"))
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sfx = new StarFountainSfx(),
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};
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}
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@@ -72,7 +70,7 @@ namespace osu.Game.Screens.Play
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leftFountain.Shoot(1);
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rightFountain.Shoot(-1);
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sample?.Play();
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sfx.Trigger();
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}
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public partial class GameplayStarFountain : StarFountain
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