// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Game.Audio; namespace osu.Game.Skinning { public class SkinnableSound : SkinReloadableDrawable { private readonly ISampleInfo[] hitSamples; private SampleChannel[] channels; private AudioManager audio; public SkinnableSound(IEnumerable hitSamples) { this.hitSamples = hitSamples.ToArray(); } public SkinnableSound(ISampleInfo hitSamples) { this.hitSamples = new[] { hitSamples }; } [BackgroundDependencyLoader] private void load(AudioManager audio) { this.audio = audio; } public void Play() => channels?.ForEach(c => c.Play()); public override bool IsPresent => Scheduler.HasPendingTasks; protected override void SkinChanged(ISkinSource skin, bool allowFallback) { channels = hitSamples.Select(s => { var ch = skin.GetSample(s); if (ch == null && allowFallback) foreach (var lookup in s.LookupNames) if ((ch = audio.Samples.Get($"Gameplay/{lookup}")) != null) break; if (ch != null) ch.Volume.Value = s.Volume / 100.0; return ch; }).Where(c => c != null).ToArray(); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); foreach (var c in channels) c.Dispose(); } } }