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Always add to additions soundbank in convertSoundType
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@ -439,19 +439,20 @@ namespace osu.Game.Rulesets.Objects.Legacy
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private List<HitSampleInfo> convertSoundType(LegacyHitSoundType type, SampleBankInfo bankInfo)
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{
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// Todo: This should return the normal SampleInfos if the specified sample file isn't found, but that's a pretty edge-case scenario
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if (!string.IsNullOrEmpty(bankInfo.Filename))
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{
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return new List<HitSampleInfo> { new FileHitSampleInfo(bankInfo.Filename, bankInfo.Volume) };
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}
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var soundTypes = new List<HitSampleInfo>();
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var soundTypes = new List<HitSampleInfo>
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if (string.IsNullOrEmpty(bankInfo.Filename))
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{
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new LegacyHitSampleInfo(HitSampleInfo.HIT_NORMAL, bankInfo.BankForNormal, bankInfo.Volume, bankInfo.CustomSampleBank,
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soundTypes.Add(new LegacyHitSampleInfo(HitSampleInfo.HIT_NORMAL, bankInfo.BankForNormal, bankInfo.Volume, bankInfo.CustomSampleBank,
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// if the sound type doesn't have the Normal flag set, attach it anyway as a layered sample.
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// None also counts as a normal non-layered sample: https://osu.ppy.sh/help/wiki/osu!_File_Formats/Osu_(file_format)#hitsounds
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type != LegacyHitSoundType.None && !type.HasFlagFast(LegacyHitSoundType.Normal))
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};
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type != LegacyHitSoundType.None && !type.HasFlagFast(LegacyHitSoundType.Normal)));
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}
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else
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{
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// Todo: This should set the normal SampleInfo if the specified sample file isn't found, but that's a pretty edge-case scenario
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soundTypes.Add(new FileHitSampleInfo(bankInfo.Filename, bankInfo.Volume));
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}
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if (type.HasFlagFast(LegacyHitSoundType.Finish))
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soundTypes.Add(new LegacyHitSampleInfo(HitSampleInfo.HIT_FINISH, bankInfo.BankForAdditions, bankInfo.Volume, bankInfo.CustomSampleBank));
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