From e578046b206dcf0d2a87da7c075fde8f90b29023 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Thu, 7 Oct 2021 18:49:30 +0900 Subject: [PATCH] Rename `Filter` -> `AudioFilter` --- ...{TestSceneFilter.cs => TestSceneAudioFilter.cs} | 14 ++++++++------ osu.Game/Audio/Effects/AudioFilter.cs | 4 ++-- osu.Game/Overlays/DialogOverlay.cs | 8 ++++---- 3 files changed, 14 insertions(+), 12 deletions(-) rename osu.Game.Tests/Visual/Audio/{TestSceneFilter.cs => TestSceneAudioFilter.cs} (89%) diff --git a/osu.Game.Tests/Visual/Audio/TestSceneFilter.cs b/osu.Game.Tests/Visual/Audio/TestSceneAudioFilter.cs similarity index 89% rename from osu.Game.Tests/Visual/Audio/TestSceneFilter.cs rename to osu.Game.Tests/Visual/Audio/TestSceneAudioFilter.cs index 6e5c8e8850..cf93273ae2 100644 --- a/osu.Game.Tests/Visual/Audio/TestSceneFilter.cs +++ b/osu.Game.Tests/Visual/Audio/TestSceneAudioFilter.cs @@ -15,13 +15,15 @@ using osu.Game.Graphics.UserInterface; namespace osu.Game.Tests.Visual.Audio { - public class TestSceneFilter : OsuTestScene + public class TestSceneAudioFilter : OsuTestScene { private WorkingBeatmap testBeatmap; + private OsuSpriteText lowpassText; + private AudioFilter highpassFilter; + + private AudioFilter lowpassFilter; private OsuSpriteText highpassText; - private Filter lowpassFilter; - private Filter highpassFilter; [BackgroundDependencyLoader] private void load(AudioManager audio) @@ -31,8 +33,8 @@ namespace osu.Game.Tests.Visual.Audio { Children = new Drawable[] { - lowpassFilter = new Filter(audio.TrackMixer), - highpassFilter = new Filter(audio.TrackMixer, BQFType.HighPass), + lowpassFilter = new AudioFilter(audio.TrackMixer), + highpassFilter = new AudioFilter(audio.TrackMixer, BQFType.HighPass), lowpassText = new OsuSpriteText { Padding = new MarginPadding(20), @@ -71,7 +73,7 @@ namespace osu.Game.Tests.Visual.Audio [Test] public void TestHighPass() => testFilter(highpassFilter, 0, AudioFilter.MAX_LOWPASS_CUTOFF); - private void testFilter(Filter filter, int cutoffFrom, int cutoffTo) + private void testFilter(AudioFilter filter, int cutoffFrom, int cutoffTo) { AddStep("Load Track", () => testBeatmap.LoadTrack()); AddStep("Play Track", () => testBeatmap.Track.Start()); diff --git a/osu.Game/Audio/Effects/AudioFilter.cs b/osu.Game/Audio/Effects/AudioFilter.cs index 611ece5bdb..ee48bdd7d9 100644 --- a/osu.Game/Audio/Effects/AudioFilter.cs +++ b/osu.Game/Audio/Effects/AudioFilter.cs @@ -9,7 +9,7 @@ using osu.Framework.Graphics; namespace osu.Game.Audio.Effects { - public class Filter : Component, ITransformableFilter + public class AudioFilter : Component, ITransformableFilter { /// /// The maximum cutoff frequency that can be used with a low-pass filter. @@ -31,7 +31,7 @@ namespace osu.Game.Audio.Effects /// /// The mixer this effect should be applied to. /// The type of filter (e.g. LowPass, HighPass, etc) - public Filter(AudioMixer mixer, BQFType type = BQFType.LowPass) + public AudioFilter(AudioMixer mixer, BQFType type = BQFType.LowPass) { this.mixer = mixer; this.type = type; diff --git a/osu.Game/Overlays/DialogOverlay.cs b/osu.Game/Overlays/DialogOverlay.cs index 5f4ab35a03..9db0f34d1b 100644 --- a/osu.Game/Overlays/DialogOverlay.cs +++ b/osu.Game/Overlays/DialogOverlay.cs @@ -21,7 +21,7 @@ namespace osu.Game.Overlays protected override string PopInSampleName => "UI/dialog-pop-in"; protected override string PopOutSampleName => "UI/dialog-pop-out"; - private Filter lpFilter; + private AudioFilter lowPassFilter; public PopupDialog CurrentDialog { get; private set; } @@ -42,7 +42,7 @@ namespace osu.Game.Overlays [BackgroundDependencyLoader] private void load(AudioManager audio) { - AddInternal(lpFilter = new Filter(audio.TrackMixer)); + AddInternal(lowPassFilter = new AudioFilter(audio.TrackMixer)); } public void Push(PopupDialog dialog) @@ -82,14 +82,14 @@ namespace osu.Game.Overlays { base.PopIn(); this.FadeIn(PopupDialog.ENTER_DURATION, Easing.OutQuint); - lpFilter.CutoffTo(300, 100, Easing.OutCubic); + lowPassFilter.CutoffTo(300, 100, Easing.OutCubic); } protected override void PopOut() { base.PopOut(); - lpFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF, 100, Easing.InCubic); + lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF, 100, Easing.InCubic); if (CurrentDialog?.State.Value == Visibility.Visible) {