// 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.Track; using osu.Framework.Bindables; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Audio; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Transforms; using osu.Game.Audio; namespace osu.Game.Skinning { public class SkinnableSound : SkinReloadableDrawable { private readonly ISampleInfo[] hitSamples; [Resolved] private ISampleStore samples { get; set; } public SkinnableSound(ISampleInfo hitSamples) : this(new[] { hitSamples }) { } public SkinnableSound(IEnumerable hitSamples) { this.hitSamples = hitSamples.ToArray(); InternalChild = samplesContainer = new AudioContainer(); } private bool looping; private readonly AudioContainer samplesContainer; public BindableNumber Volume => samplesContainer.Volume; public BindableNumber Balance => samplesContainer.Balance; public BindableNumber Frequency => samplesContainer.Frequency; public BindableNumber Tempo => samplesContainer.Tempo; /// /// Smoothly adjusts over time. /// /// A to which further transforms can be added. public TransformSequence VolumeTo(double newVolume, double duration = 0, Easing easing = Easing.None) => samplesContainer.VolumeTo(newVolume, duration, easing); /// /// Smoothly adjusts over time. /// /// A to which further transforms can be added. public TransformSequence BalanceTo(double newBalance, double duration = 0, Easing easing = Easing.None) => samplesContainer.BalanceTo(newBalance, duration, easing); /// /// Smoothly adjusts over time. /// /// A to which further transforms can be added. public TransformSequence FrequencyTo(double newFrequency, double duration = 0, Easing easing = Easing.None) => samplesContainer.FrequencyTo(newFrequency, duration, easing); /// /// Smoothly adjusts over time. /// /// A to which further transforms can be added. public TransformSequence TempoTo(double newTempo, double duration = 0, Easing easing = Easing.None) => samplesContainer.TempoTo(newTempo, duration, easing); public bool Looping { get => looping; set { if (value == looping) return; looping = value; samplesContainer.ForEach(c => c.Looping = looping); } } public void Play() => samplesContainer.ForEach(c => { if (c.AggregateVolume.Value > 0) c.Play(); }); public void Stop() => samplesContainer.ForEach(c => c.Stop()); public override bool IsPresent => Scheduler.HasPendingTasks; protected override void SkinChanged(ISkinSource skin, bool allowFallback) { bool wasPlaying = samplesContainer.Any(s => s.Playing); var channels = hitSamples.Select(s => { var ch = skin.GetSample(s); if (ch == null && allowFallback) { foreach (var lookup in s.LookupNames) { if ((ch = samples.Get($"Gameplay/{lookup}")) != null) break; } } if (ch != null) { ch.Looping = looping; ch.Volume.Value = s.Volume / 100.0; } return ch; }).Where(c => c != null); samplesContainer.ChildrenEnumerable = channels.Select(c => new DrawableSample(c)); if (wasPlaying) Play(); } } }