// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using JetBrains.Annotations; using osu.Framework; using osu.Framework.Allocation; using osu.Framework.Audio.Track; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.UserInterface; using osu.Framework.Input; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Framework.Logging; using osu.Framework.Platform; using osu.Framework.Screens; using osu.Framework.Testing; using osu.Framework.Timing; using osu.Game.Audio; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Configuration; using osu.Game.Database; using osu.Game.Graphics.Cursor; using osu.Game.Graphics.UserInterface; using osu.Game.Input.Bindings; using osu.Game.Online.API; using osu.Game.Overlays; using osu.Game.Overlays.Notifications; using osu.Game.Resources.Localisation.Web; using osu.Game.Rulesets; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Objects; using osu.Game.Screens.Edit.Components.Menus; using osu.Game.Screens.Edit.Compose; using osu.Game.Screens.Edit.Compose.Components.Timeline; using osu.Game.Screens.Edit.Design; using osu.Game.Screens.Edit.GameplayTest; using osu.Game.Screens.Edit.Setup; using osu.Game.Screens.Edit.Timing; using osu.Game.Screens.Edit.Verify; using osu.Game.Screens.Play; using osu.Game.Users; using osuTK.Graphics; using osuTK.Input; namespace osu.Game.Screens.Edit { [Cached(typeof(IBeatSnapProvider))] [Cached] public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler, IKeyBindingHandler, IBeatSnapProvider, ISamplePlaybackDisabler, IBeatSyncProvider { public override float BackgroundParallaxAmount => 0.1f; public override bool AllowBackButton => false; public override bool HideOverlaysOnEnter => true; public override bool DisallowExternalBeatmapRulesetChanges => true; public override bool? AllowTrackAdjustments => false; protected override bool PlayExitSound => !ExitConfirmed && !switchingDifficulty; protected bool HasUnsavedChanges { get { if (!canSave) return false; return lastSavedHash != changeHandler?.CurrentStateHash; } } [Resolved] private BeatmapManager beatmapManager { get; set; } [Resolved] private RulesetStore rulesets { get; set; } [Resolved] private Storage storage { get; set; } [Resolved(canBeNull: true)] private IDialogOverlay dialogOverlay { get; set; } [Resolved(canBeNull: true)] private INotificationOverlay notifications { get; set; } public readonly Bindable Mode = new Bindable(); public IBindable SamplePlaybackDisabled => samplePlaybackDisabled; /// /// Ensure all asynchronously loading pieces of the editor are in a good state. /// This exists here for convenience for tests, not for actual use. /// Eventually we'd probably want a better way to signal this. /// public bool ReadyForUse { get { if (!workingBeatmapUpdated) return false; if (currentScreen?.IsLoaded != true) return false; if (currentScreen is EditorScreenWithTimeline) return currentScreen.ChildrenOfType().FirstOrDefault()?.IsLoaded == true; return true; } } private bool workingBeatmapUpdated; private readonly Bindable samplePlaybackDisabled = new Bindable(); private bool canSave; protected bool ExitConfirmed { get; private set; } private bool switchingDifficulty; private string lastSavedHash; private Container screenContainer; [CanBeNull] private readonly EditorLoader loader; private EditorScreen currentScreen; private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor(); private EditorClock clock; private IBeatmap playableBeatmap; private EditorBeatmap editorBeatmap; private BottomBar bottomBar; [CanBeNull] // Should be non-null once it can support custom rulesets. private EditorChangeHandler changeHandler; private DependencyContainer dependencies; private bool isNewBeatmap; protected override UserActivity InitialActivity => new UserActivity.Editing(Beatmap.Value.BeatmapInfo); protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) => dependencies = new DependencyContainer(base.CreateChildDependencies(parent)); [Resolved] private IAPIProvider api { get; set; } [Cached] public readonly EditorClipboard Clipboard = new EditorClipboard(); [Cached] private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Aquamarine); public Editor(EditorLoader loader = null) { this.loader = loader; } [BackgroundDependencyLoader] private void load(OsuConfigManager config) { var loadableBeatmap = Beatmap.Value; if (loadableBeatmap is DummyWorkingBeatmap) { isNewBeatmap = true; loadableBeatmap = beatmapManager.CreateNew(Ruleset.Value, api.LocalUser.Value); // required so we can get the track length in EditorClock. // this is safe as nothing has yet got a reference to this new beatmap. loadableBeatmap.LoadTrack(); // this is a bit haphazard, but guards against setting the lease Beatmap bindable if // the editor has already been exited. if (!ValidForPush) return; } try { playableBeatmap = loadableBeatmap.GetPlayableBeatmap(loadableBeatmap.BeatmapInfo.Ruleset); // clone these locally for now to avoid incurring overhead on GetPlayableBeatmap usages. // eventually we will want to improve how/where this is done as there are issues with *not* cloning it in all cases. playableBeatmap.ControlPointInfo = playableBeatmap.ControlPointInfo.DeepClone(); } catch (Exception e) { Logger.Error(e, "Could not load beatmap successfully!"); // couldn't load, hard abort! this.Exit(); return; } // Todo: should probably be done at a DrawableRuleset level to share logic with Player. clock = new EditorClock(playableBeatmap, beatDivisor) { IsCoupled = false }; clock.ChangeSource(loadableBeatmap.Track); dependencies.CacheAs(clock); AddInternal(clock); clock.SeekingOrStopped.BindValueChanged(_ => updateSampleDisabledState()); // todo: remove caching of this and consume via editorBeatmap? dependencies.Cache(beatDivisor); AddInternal(editorBeatmap = new EditorBeatmap(playableBeatmap, loadableBeatmap.GetSkin(), loadableBeatmap.BeatmapInfo)); dependencies.CacheAs(editorBeatmap); canSave = editorBeatmap.BeatmapInfo.Ruleset.CreateInstance() is ILegacyRuleset; if (canSave) { changeHandler = new EditorChangeHandler(editorBeatmap); dependencies.CacheAs(changeHandler); } beatDivisor.Value = editorBeatmap.BeatmapInfo.BeatDivisor; beatDivisor.BindValueChanged(divisor => editorBeatmap.BeatmapInfo.BeatDivisor = divisor.NewValue); updateLastSavedHash(); Schedule(() => { // we need to avoid changing the beatmap from an asynchronous load thread. it can potentially cause weirdness including crashes. // this assumes that nothing during the rest of this load() method is accessing Beatmap.Value (loadableBeatmap should be preferred). // generally this is quite safe, as the actual load of editor content comes after menuBar.Mode.ValueChanged is fired in its own LoadComplete. Beatmap.Value = loadableBeatmap; workingBeatmapUpdated = true; }); OsuMenuItem undoMenuItem; OsuMenuItem redoMenuItem; AddInternal(new OsuContextMenuContainer { RelativeSizeAxes = Axes.Both, Children = new Drawable[] { new Container { Name = "Screen container", RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Top = 40, Bottom = 60 }, Child = screenContainer = new Container { RelativeSizeAxes = Axes.Both, Masking = true } }, new Container { Name = "Top bar", RelativeSizeAxes = Axes.X, Height = 40, Children = new Drawable[] { new EditorMenuBar { Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, RelativeSizeAxes = Axes.Both, Items = new[] { new MenuItem("File") { Items = createFileMenuItems() }, new MenuItem(CommonStrings.ButtonsEdit) { Items = new[] { undoMenuItem = new EditorMenuItem("Undo", MenuItemType.Standard, Undo), redoMenuItem = new EditorMenuItem("Redo", MenuItemType.Standard, Redo), new EditorMenuItemSpacer(), cutMenuItem = new EditorMenuItem("Cut", MenuItemType.Standard, Cut), copyMenuItem = new EditorMenuItem("Copy", MenuItemType.Standard, Copy), pasteMenuItem = new EditorMenuItem("Paste", MenuItemType.Standard, Paste), } }, new MenuItem("View") { Items = new MenuItem[] { new WaveformOpacityMenuItem(config.GetBindable(OsuSetting.EditorWaveformOpacity)), } } } }, new EditorScreenSwitcherControl { Anchor = Anchor.BottomRight, Origin = Anchor.BottomRight, X = -15, Current = Mode, }, }, }, bottomBar = new BottomBar(), } }); changeHandler?.CanUndo.BindValueChanged(v => undoMenuItem.Action.Disabled = !v.NewValue, true); changeHandler?.CanRedo.BindValueChanged(v => redoMenuItem.Action.Disabled = !v.NewValue, true); } protected override void LoadComplete() { base.LoadComplete(); setUpClipboardActionAvailability(); Mode.Value = isNewBeatmap ? EditorScreenMode.SongSetup : EditorScreenMode.Compose; Mode.BindValueChanged(onModeChanged, true); } /// /// If the beatmap's track has changed, this method must be called to keep the editor in a valid state. /// public void UpdateClockSource() => clock.ChangeSource(Beatmap.Value.Track); /// /// Creates an instance representing the current state of the editor. /// /// /// The ruleset of the next beatmap to be shown, in the case of difficulty switch. /// indicates that the beatmap will not be changing. /// public EditorState GetState([CanBeNull] RulesetInfo nextRuleset = null) => new EditorState { Time = clock.CurrentTimeAccurate, ClipboardContent = nextRuleset == null || editorBeatmap.BeatmapInfo.Ruleset.ShortName == nextRuleset.ShortName ? Clipboard.Content.Value : string.Empty }; /// /// Restore the editor to a provided state. /// /// The state to restore. public void RestoreState([NotNull] EditorState state) => Schedule(() => { clock.Seek(state.Time); Clipboard.Content.Value = state.ClipboardContent; }); public void TestGameplay() { if (HasUnsavedChanges) { dialogOverlay.Push(new SaveBeforeGameplayTestDialog(() => { Save(); pushEditorPlayer(); })); } else { pushEditorPlayer(); } void pushEditorPlayer() => this.Push(new EditorPlayerLoader(this)); } /// /// Saves the currently edited beatmap. /// /// Whether the save was successful. protected bool Save() { if (!canSave) { notifications?.Post(new SimpleErrorNotification { Text = "Saving is not supported for this ruleset yet, sorry!" }); return false; } try { // save the loaded beatmap's data stream. beatmapManager.Save(editorBeatmap.BeatmapInfo, editorBeatmap.PlayableBeatmap, editorBeatmap.BeatmapSkin); } catch (Exception ex) { // can fail e.g. due to duplicated difficulty names. Logger.Error(ex, ex.Message); return false; } // no longer new after first user-triggered save. isNewBeatmap = false; updateLastSavedHash(); return true; } protected override void Update() { base.Update(); clock.ProcessFrame(); } public bool OnPressed(KeyBindingPressEvent e) { switch (e.Action) { case PlatformAction.Cut: Cut(); return true; case PlatformAction.Copy: Copy(); return true; case PlatformAction.Paste: Paste(); return true; case PlatformAction.Undo: Undo(); return true; case PlatformAction.Redo: Redo(); return true; case PlatformAction.Save: if (e.Repeat) return false; Save(); return true; } return false; } public void OnReleased(KeyBindingReleaseEvent e) { } protected override bool OnKeyDown(KeyDownEvent e) { if (e.ControlPressed || e.AltPressed || e.SuperPressed) return false; switch (e.Key) { case Key.Left: seek(e, -1); return true; case Key.Right: seek(e, 1); return true; // Track traversal keys. // Matching osu-stable implementations. case Key.Z: // Seek to first object time, or track start if already there. double? firstObjectTime = editorBeatmap.HitObjects.FirstOrDefault()?.StartTime; if (firstObjectTime == null || clock.CurrentTime == firstObjectTime) clock.Seek(0); else clock.Seek(firstObjectTime.Value); return true; case Key.X: // Restart playback from beginning of track. clock.Seek(0); clock.Start(); return true; case Key.C: // Pause or resume. if (clock.IsRunning) clock.Stop(); else clock.Start(); return true; case Key.V: // Seek to last object time, or track end if already there. // Note that in osu-stable subsequent presses when at track end won't return to last object. // This has intentionally been changed to make it more useful. double? lastObjectTime = editorBeatmap.HitObjects.LastOrDefault()?.GetEndTime(); if (lastObjectTime == null || clock.CurrentTime == lastObjectTime) clock.Seek(clock.TrackLength); else clock.Seek(lastObjectTime.Value); return true; } return base.OnKeyDown(e); } private double scrollAccumulation; protected override bool OnScroll(ScrollEvent e) { if (e.ControlPressed || e.AltPressed || e.SuperPressed) return false; const double precision = 1; double scrollComponent = e.ScrollDelta.X + e.ScrollDelta.Y; double scrollDirection = Math.Sign(scrollComponent); // this is a special case to handle the "pivot" scenario. // if we are precise scrolling in one direction then change our mind and scroll backwards, // the existing accumulation should be applied in the inverse direction to maintain responsiveness. if (scrollAccumulation != 0 && Math.Sign(scrollAccumulation) != scrollDirection) scrollAccumulation = scrollDirection * (precision - Math.Abs(scrollAccumulation)); scrollAccumulation += scrollComponent; // because we are doing snapped seeking, we need to add up precise scrolls until they accumulate to an arbitrary cut-off. while (Math.Abs(scrollAccumulation) >= precision) { if (scrollAccumulation > 0) seek(e, -1); else seek(e, 1); scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision); } return true; } public bool OnPressed(KeyBindingPressEvent e) { if (e.Repeat) return false; switch (e.Action) { case GlobalAction.Back: // as we don't want to display the back button, manual handling of exit action is required. this.Exit(); return true; case GlobalAction.EditorComposeMode: Mode.Value = EditorScreenMode.Compose; return true; case GlobalAction.EditorDesignMode: Mode.Value = EditorScreenMode.Design; return true; case GlobalAction.EditorTimingMode: Mode.Value = EditorScreenMode.Timing; return true; case GlobalAction.EditorSetupMode: Mode.Value = EditorScreenMode.SongSetup; return true; case GlobalAction.EditorVerifyMode: Mode.Value = EditorScreenMode.Verify; return true; case GlobalAction.EditorTestGameplay: bottomBar.TestGameplayButton.TriggerClick(); return true; default: return false; } } public void OnReleased(KeyBindingReleaseEvent e) { } public override void OnEntering(ScreenTransitionEvent e) { base.OnEntering(e); dimBackground(); resetTrack(true); } public override void OnResuming(ScreenTransitionEvent e) { base.OnResuming(e); dimBackground(); } private void dimBackground() { ApplyToBackground(b => { // todo: temporary. we want to be applying dim using the UserDimContainer eventually. b.FadeColour(Color4.DarkGray, 500); b.IgnoreUserSettings.Value = true; b.BlurAmount.Value = 0; }); } public override bool OnExiting(ScreenExitEvent e) { if (!ExitConfirmed) { // dialog overlay may not be available in visual tests. if (dialogOverlay == null) { confirmExit(); return true; } // if the dialog is already displayed, block exiting until the user explicitly makes a decision. if (dialogOverlay.CurrentDialog is PromptForSaveDialog) return true; if (isNewBeatmap || HasUnsavedChanges) { samplePlaybackDisabled.Value = true; dialogOverlay?.Push(new PromptForSaveDialog(confirmExit, confirmExitWithSave, cancelExit)); return true; } } ApplyToBackground(b => b.FadeColour(Color4.White, 500)); resetTrack(); refetchBeatmap(); return base.OnExiting(e); } public override void OnSuspending(ScreenTransitionEvent e) { base.OnSuspending(e); clock.Stop(); refetchBeatmap(); } private void refetchBeatmap() { // To update the game-wide beatmap with any changes, perform a re-fetch on exit/suspend. // This is required as the editor makes its local changes via EditorBeatmap // (which are not propagated outwards to a potentially cached WorkingBeatmap). var refetchedBeatmap = beatmapManager.GetWorkingBeatmap(Beatmap.Value.BeatmapInfo, true); if (!(refetchedBeatmap is DummyWorkingBeatmap)) { Logger.Log("Editor providing re-fetched beatmap post edit session"); Beatmap.Value = refetchedBeatmap; } } private void confirmExitWithSave() { Save(); ExitConfirmed = true; this.Exit(); } private void confirmExit() { // stop the track if playing to allow the parent screen to choose a suitable playback mode. Beatmap.Value.Track.Stop(); if (isNewBeatmap) { // confirming exit without save means we should delete the new beatmap completely. if (playableBeatmap.BeatmapInfo.BeatmapSet != null) beatmapManager.Delete(playableBeatmap.BeatmapInfo.BeatmapSet); // eagerly clear contents before restoring default beatmap to prevent value change callbacks from firing. ClearInternal(); // in theory this shouldn't be required but due to EF core not sharing instance states 100% // MusicController is unaware of the changed DeletePending state. Beatmap.SetDefault(); } ExitConfirmed = true; this.Exit(); } #region Clipboard support private EditorMenuItem cutMenuItem; private EditorMenuItem copyMenuItem; private EditorMenuItem pasteMenuItem; private readonly BindableWithCurrent canCut = new BindableWithCurrent(); private readonly BindableWithCurrent canCopy = new BindableWithCurrent(); private readonly BindableWithCurrent canPaste = new BindableWithCurrent(); private void setUpClipboardActionAvailability() { canCut.Current.BindValueChanged(cut => cutMenuItem.Action.Disabled = !cut.NewValue, true); canCopy.Current.BindValueChanged(copy => copyMenuItem.Action.Disabled = !copy.NewValue, true); canPaste.Current.BindValueChanged(paste => pasteMenuItem.Action.Disabled = !paste.NewValue, true); } private void rebindClipboardBindables() { canCut.Current = currentScreen.CanCut; canCopy.Current = currentScreen.CanCopy; canPaste.Current = currentScreen.CanPaste; } protected void Cut() => currentScreen?.Cut(); protected void Copy() => currentScreen?.Copy(); protected void Paste() => currentScreen?.Paste(); #endregion protected void Undo() => changeHandler?.RestoreState(-1); protected void Redo() => changeHandler?.RestoreState(1); private void resetTrack(bool seekToStart = false) { Beatmap.Value.Track.Stop(); if (seekToStart) { double targetTime = 0; if (Beatmap.Value.Beatmap.HitObjects.Count > 0) { // seek to one beat length before the first hitobject targetTime = Beatmap.Value.Beatmap.HitObjects[0].StartTime; targetTime -= Beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(targetTime).BeatLength; } clock.Seek(Math.Max(0, targetTime)); } } private void onModeChanged(ValueChangedEvent e) { var lastScreen = currentScreen; lastScreen?.Hide(); try { if ((currentScreen = screenContainer.SingleOrDefault(s => s.Type == e.NewValue)) != null) { screenContainer.ChangeChildDepth(currentScreen, lastScreen?.Depth + 1 ?? 0); currentScreen.Show(); return; } switch (e.NewValue) { case EditorScreenMode.SongSetup: currentScreen = new SetupScreen(); break; case EditorScreenMode.Compose: currentScreen = new ComposeScreen(); break; case EditorScreenMode.Design: currentScreen = new DesignScreen(); break; case EditorScreenMode.Timing: currentScreen = new TimingScreen(); break; case EditorScreenMode.Verify: currentScreen = new VerifyScreen(); break; default: throw new InvalidOperationException("Editor menu bar switched to an unsupported mode"); } LoadComponentAsync(currentScreen, newScreen => { if (newScreen == currentScreen) { screenContainer.Add(newScreen); newScreen.Show(); } }); } finally { updateSampleDisabledState(); rebindClipboardBindables(); } } private void updateSampleDisabledState() { samplePlaybackDisabled.Value = clock.SeekingOrStopped.Value || !(currentScreen is ComposeScreen); } private void seek(UIEvent e, int direction) { double amount = e.ShiftPressed ? 4 : 1; bool trackPlaying = clock.IsRunning; if (trackPlaying) { // generally users are not looking to perform tiny seeks when the track is playing. // this multiplication undoes the division that will be applied in the underlying seek operation. // scale by BPM to keep the seek amount constant across all BPMs. var timingPoint = editorBeatmap.ControlPointInfo.TimingPointAt(clock.CurrentTimeAccurate); amount *= beatDivisor.Value * (timingPoint.BPM / 120); } if (direction < 1) clock.SeekBackward(!trackPlaying, amount); else clock.SeekForward(!trackPlaying, amount); } private void exportBeatmap() { Save(); new LegacyBeatmapExporter(storage).Export(Beatmap.Value.BeatmapSetInfo); } private void updateLastSavedHash() { lastSavedHash = changeHandler?.CurrentStateHash; } private List createFileMenuItems() { var fileMenuItems = new List { new EditorMenuItem("Save", MenuItemType.Standard, () => Save()) }; if (RuntimeInfo.IsDesktop) fileMenuItems.Add(new EditorMenuItem("Export package", MenuItemType.Standard, exportBeatmap)); fileMenuItems.Add(new EditorMenuItemSpacer()); fileMenuItems.Add(createDifficultyCreationMenu()); fileMenuItems.Add(createDifficultySwitchMenu()); fileMenuItems.Add(new EditorMenuItemSpacer()); fileMenuItems.Add(new EditorMenuItem("Exit", MenuItemType.Standard, this.Exit)); return fileMenuItems; } private EditorMenuItem createDifficultyCreationMenu() { var rulesetItems = new List(); foreach (var ruleset in rulesets.AvailableRulesets) rulesetItems.Add(new EditorMenuItem(ruleset.Name, MenuItemType.Standard, () => CreateNewDifficulty(ruleset))); return new EditorMenuItem("Create new difficulty") { Items = rulesetItems }; } protected void CreateNewDifficulty(RulesetInfo rulesetInfo) { if (!rulesetInfo.Equals(editorBeatmap.BeatmapInfo.Ruleset)) { switchToNewDifficulty(rulesetInfo, false); return; } dialogOverlay.Push(new CreateNewDifficultyDialog(createCopy => switchToNewDifficulty(rulesetInfo, createCopy))); } private void switchToNewDifficulty(RulesetInfo rulesetInfo, bool createCopy) { switchingDifficulty = true; loader?.ScheduleSwitchToNewDifficulty(editorBeatmap.BeatmapInfo, rulesetInfo, createCopy, GetState(rulesetInfo)); } private EditorMenuItem createDifficultySwitchMenu() { var beatmapSet = playableBeatmap.BeatmapInfo.BeatmapSet; Debug.Assert(beatmapSet != null); var difficultyItems = new List(); foreach (var rulesetBeatmaps in beatmapSet.Beatmaps.GroupBy(b => b.Ruleset).OrderBy(group => group.Key)) { if (difficultyItems.Count > 0) difficultyItems.Add(new EditorMenuItemSpacer()); foreach (var beatmap in rulesetBeatmaps.OrderBy(b => b.StarRating)) { bool isCurrentDifficulty = playableBeatmap.BeatmapInfo.Equals(beatmap); difficultyItems.Add(new DifficultyMenuItem(beatmap, isCurrentDifficulty, SwitchToDifficulty)); } } return new EditorMenuItem("Change difficulty") { Items = difficultyItems }; } protected void SwitchToDifficulty(BeatmapInfo nextBeatmap) => loader?.ScheduleSwitchToExistingDifficulty(nextBeatmap, GetState(nextBeatmap.Ruleset)); private void cancelExit() { samplePlaybackDisabled.Value = false; loader?.CancelPendingDifficultySwitch(); } public double SnapTime(double time, double? referenceTime) => editorBeatmap.SnapTime(time, referenceTime); public double GetBeatLengthAtTime(double referenceTime) => editorBeatmap.GetBeatLengthAtTime(referenceTime); public int BeatDivisor => beatDivisor.Value; ControlPointInfo IBeatSyncProvider.ControlPoints => editorBeatmap.ControlPointInfo; IClock IBeatSyncProvider.Clock => clock; ChannelAmplitudes? IBeatSyncProvider.Amplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : null; } }