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Use new empty ChannelAmplitudes spec

This commit is contained in:
Dean Herbert 2020-06-23 21:30:37 +09:00
parent 14ad3835ff
commit f2735a7797

View File

@ -50,7 +50,6 @@ namespace osu.Game.Graphics.Containers
private TimingControlPoint defaultTiming; private TimingControlPoint defaultTiming;
private EffectControlPoint defaultEffect; private EffectControlPoint defaultEffect;
private ChannelAmplitudes defaultAmplitudes;
protected bool IsBeatSyncedWithTrack { get; private set; } protected bool IsBeatSyncedWithTrack { get; private set; }
@ -107,7 +106,7 @@ namespace osu.Game.Graphics.Containers
return; return;
using (BeginDelayedSequence(-TimeSinceLastBeat, true)) using (BeginDelayedSequence(-TimeSinceLastBeat, true))
OnNewBeat(beatIndex, timingPoint, effectPoint, track?.CurrentAmplitudes ?? defaultAmplitudes); OnNewBeat(beatIndex, timingPoint, effectPoint, track?.CurrentAmplitudes ?? ChannelAmplitudes.Empty);
lastBeat = beatIndex; lastBeat = beatIndex;
lastTimingPoint = timingPoint; lastTimingPoint = timingPoint;
@ -128,13 +127,6 @@ namespace osu.Game.Graphics.Containers
KiaiMode = false, KiaiMode = false,
OmitFirstBarLine = false OmitFirstBarLine = false
}; };
defaultAmplitudes = new ChannelAmplitudes
{
FrequencyAmplitudes = new float[256],
LeftChannel = 0,
RightChannel = 0
};
} }
protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes) protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)