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Clean up previous sample immediately on skin source change to avoid Play
after disposal
This seems to be the simplest way to avoid calls to `Play` after the underlying sample may have been disposed. As per the issue thread, a local workaround is acceptable here. Closes #13223.
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@ -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 JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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@ -70,22 +71,48 @@ namespace osu.Game.Skinning
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updateSample();
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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CurrentSkin.SourceChanged += skinChangedImmediate;
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}
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private void skinChangedImmediate()
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{
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// Clean up the previous sample immediately on a source change.
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// This avoids a potential call to Play() of an already disposed sample (samples are disposed along with the skin, but SkinChanged is scheduled).
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clearPreviousSamples();
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}
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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base.SkinChanged(skin, allowFallback);
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updateSample();
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}
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/// <summary>
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/// Whether this sample was playing before a skin source change.
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/// </summary>
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private bool wasPlaying;
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private void clearPreviousSamples()
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{
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// only run if the samples aren't already cleared.
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// this ensures the "wasPlaying" state is stored correctly even if multiple clear calls are executed.
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if (!sampleContainer.Any()) return;
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wasPlaying = Playing;
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sampleContainer.Clear();
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Sample = null;
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}
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private void updateSample()
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{
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if (sampleInfo == null)
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return;
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bool wasPlaying = Playing;
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sampleContainer.Clear();
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Sample = null;
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var sample = CurrentSkin.GetSample(sampleInfo);
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if (sample == null && AllowDefaultFallback)
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@ -155,6 +182,13 @@ namespace osu.Game.Skinning
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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CurrentSkin.SourceChanged -= skinChangedImmediate;
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}
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#region Re-expose AudioContainer
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public BindableNumber<double> Volume => sampleContainer.Volume;
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