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Merge pull request #9646 from peppy/add-slider-slide-support
Add slider "sliding" sample support
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commit
f3247b07be
@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osuTK;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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@ -11,6 +12,7 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Skinning;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Scoring;
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using osuTK.Graphics;
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using osu.Game.Skinning;
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@ -81,6 +83,42 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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foreach (var drawableHitObject in NestedHitObjects)
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drawableHitObject.AccentColour.Value = colour.NewValue;
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}, true);
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Tracking.BindValueChanged(updateSlidingSample);
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}
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private SkinnableSound slidingSample;
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protected override void LoadSamples()
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{
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base.LoadSamples();
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slidingSample?.Expire();
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slidingSample = null;
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var firstSample = HitObject.Samples.FirstOrDefault();
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if (firstSample != null)
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{
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var clone = HitObject.SampleControlPoint.ApplyTo(firstSample);
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clone.Name = "sliderslide";
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AddInternal(slidingSample = new SkinnableSound(clone)
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{
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Looping = true
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});
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}
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}
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private void updateSlidingSample(ValueChangedEvent<bool> tracking)
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{
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// note that samples will not start playing if exiting a seek operation in the middle of a slider.
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// may be something we want to address at a later point, but not so easy to make happen right now
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// (SkinnableSound would need to expose whether the sample is already playing and this logic would need to run in Update).
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if (tracking.NewValue && ShouldPlaySamples)
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slidingSample?.Play();
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else
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slidingSample?.Stop();
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}
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protected override void AddNestedHitObject(DrawableHitObject hitObject)
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@ -156,6 +194,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Tracking.Value = Ball.Tracking;
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if (Tracking.Value && slidingSample != null)
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// keep the sliding sample playing at the current tracking position
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slidingSample.Balance.Value = CalculateSamplePlaybackBalance(Ball.X / OsuPlayfield.BASE_SIZE.X);
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double completionProgress = Math.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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Ball.UpdateProgress(completionProgress);
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@ -126,7 +126,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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if (Result == null)
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throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
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loadSamples();
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LoadSamples();
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}
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protected override void LoadComplete()
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@ -145,14 +145,14 @@ namespace osu.Game.Rulesets.Objects.Drawables
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}
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samplesBindable = HitObject.SamplesBindable.GetBoundCopy();
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samplesBindable.CollectionChanged += (_, __) => loadSamples();
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samplesBindable.CollectionChanged += (_, __) => LoadSamples();
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apply(HitObject);
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updateState(ArmedState.Idle, true);
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}
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private void loadSamples()
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protected virtual void LoadSamples()
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{
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if (Samples != null)
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{
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@ -353,17 +353,32 @@ namespace osu.Game.Rulesets.Objects.Drawables
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[Resolved(canBeNull: true)]
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private GameplayClock gameplayClock { get; set; }
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/// <summary>
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/// Calculate the position to be used for sample playback at a specified X position (0..1).
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/// </summary>
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/// <param name="position">The lookup X position. Generally should be <see cref="SamplePlaybackPosition"/>.</param>
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/// <returns></returns>
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protected double CalculateSamplePlaybackBalance(double position)
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{
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const float balance_adjust_amount = 0.4f;
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return balance_adjust_amount * (userPositionalHitSounds.Value ? position - 0.5f : 0);
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}
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/// <summary>
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/// Whether samples should currently be playing. Will be false during seek operations.
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/// </summary>
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protected bool ShouldPlaySamples => gameplayClock?.IsSeeking != true;
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/// <summary>
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/// Plays all the hit sounds for this <see cref="DrawableHitObject"/>.
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/// This is invoked automatically when this <see cref="DrawableHitObject"/> is hit.
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/// </summary>
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public virtual void PlaySamples()
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{
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const float balance_adjust_amount = 0.4f;
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if (Samples != null && gameplayClock?.IsSeeking != true)
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if (Samples != null && ShouldPlaySamples)
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{
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Samples.Balance.Value = balance_adjust_amount * (userPositionalHitSounds.Value ? SamplePlaybackPosition - 0.5f : 0);
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Samples.Balance.Value = CalculateSamplePlaybackBalance(SamplePlaybackPosition);
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Samples.Play();
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}
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}
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