// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Allocation; using osu.Game.Audio; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.UI; using osu.Game.Rulesets.UI; using osu.Game.Skinning; namespace osu.Game.Rulesets.Taiko.Skinning.Argon { internal partial class ArgonDrumSamplePlayer : DrumSamplePlayer { private ArgonFlourishTriggerSource argonFlourishTrigger = null!; [BackgroundDependencyLoader] private void load(Playfield playfield, IPooledSampleProvider sampleProvider) { var hitObjectContainer = playfield.HitObjectContainer; // Warm up pools for non-standard samples. sampleProvider.GetPooledSample(new VolumeAwareHitSampleInfo(new HitSampleInfo(HitSampleInfo.HIT_NORMAL), true)); sampleProvider.GetPooledSample(new VolumeAwareHitSampleInfo(new HitSampleInfo(HitSampleInfo.HIT_CLAP), true)); sampleProvider.GetPooledSample(new VolumeAwareHitSampleInfo(new HitSampleInfo(HitSampleInfo.HIT_FLOURISH), true)); // We want to play back flourishes in an isolated source as to not have them cancelled. AddInternal(argonFlourishTrigger = new ArgonFlourishTriggerSource(hitObjectContainer)); } protected override DrumSampleTriggerSource CreateTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance) => new ArgonDrumSampleTriggerSource(hitObjectContainer, balance); protected override void Play(DrumSampleTriggerSource triggerSource, HitType hitType, bool strong) { base.Play(triggerSource, hitType, strong); // This won't always play something, but the logic for flourish playback is contained within. argonFlourishTrigger.Play(hitType, strong); } } }