// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Linq; using osu.Framework.Audio; using osu.Framework.Bindables; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Overlays.Settings; using osu.Game.Rulesets.UI; namespace osu.Game.Rulesets.Mods { public abstract class ModTimeRamp : Mod, IUpdatableByPlayfield, IApplicableToBeatmap, IApplicableToRate { /// /// The point in the beatmap at which the final ramping rate should be reached. /// public const double FINAL_RATE_PROGRESS = 0.75f; public override double ScoreMultiplier => 0.5; [SettingSource("Initial rate", "The starting speed of the track", SettingControlType = typeof(MultiplierSettingsSlider))] public abstract BindableNumber InitialRate { get; } [SettingSource("Final rate", "The final speed to ramp to", SettingControlType = typeof(MultiplierSettingsSlider))] public abstract BindableNumber FinalRate { get; } [SettingSource("Adjust pitch", "Should pitch be adjusted with speed")] public abstract BindableBool AdjustPitch { get; } public sealed override bool ValidForMultiplayerAsFreeMod => false; public override Type[] IncompatibleMods => new[] { typeof(ModRateAdjust), typeof(ModAdaptiveSpeed) }; public override string SettingDescription => $"{InitialRate.Value:N2}x to {FinalRate.Value:N2}x"; private double finalRateTime; private double beginRampTime; public BindableNumber SpeedChange { get; } = new BindableDouble(1) { Precision = 0.01, }; private readonly RateAdjustModHelper rateAdjustHelper; protected ModTimeRamp() { rateAdjustHelper = new RateAdjustModHelper(SpeedChange); rateAdjustHelper.HandleAudioAdjustments(AdjustPitch); // for preview purpose at song select. eventually we'll want to be able to update every frame. FinalRate.BindValueChanged(_ => applyRateAdjustment(double.PositiveInfinity), true); } public void ApplyToTrack(IAdjustableAudioComponent track) { rateAdjustHelper.ApplyToTrack(track); FinalRate.TriggerChange(); } public void ApplyToSample(IAdjustableAudioComponent sample) { sample.AddAdjustment(AdjustableProperty.Frequency, SpeedChange); } public virtual void ApplyToBeatmap(IBeatmap beatmap) { SpeedChange.SetDefault(); double firstObjectStart = beatmap.HitObjects.FirstOrDefault()?.StartTime ?? 0; double lastObjectEnd = beatmap.HitObjects.Any() ? beatmap.GetLastObjectTime() : 0; beginRampTime = firstObjectStart; finalRateTime = firstObjectStart + FINAL_RATE_PROGRESS * (lastObjectEnd - firstObjectStart); } public double ApplyToRate(double time, double rate = 1) { double amount = (time - beginRampTime) / Math.Max(1, finalRateTime - beginRampTime); double ramp = InitialRate.Value + (FinalRate.Value - InitialRate.Value) * Math.Clamp(amount, 0, 1); // round the end result to match the bindable SpeedChange's precision, in case this is called externally. return rate * Math.Round(ramp, 2); } public virtual void Update(Playfield playfield) { applyRateAdjustment(playfield.Clock.CurrentTime); } /// /// Adjust the rate along the specified ramp. /// private void applyRateAdjustment(double time) => SpeedChange.Value = ApplyToRate(time); } }