// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Linq; using osu.Framework.Audio; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Sprites; using osu.Framework.Localisation; using osu.Game.Configuration; using osu.Game.Graphics.UserInterface; using osu.Game.Overlays.Settings; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.UI; using osu.Game.Scoring; namespace osu.Game.Rulesets.Mods { public abstract class ModMuted : Mod { public override string Name => "Muted"; public override string Acronym => "MU"; public override IconUsage? Icon => FontAwesome.Solid.VolumeMute; public override LocalisableString Description => "Can you still feel the rhythm without music?"; public override ModType Type => ModType.Fun; public override double ScoreMultiplier => 1; public override bool Ranked => UsesDefaultConfiguration; } public abstract class ModMuted : ModMuted, IApplicableToDrawableRuleset, IApplicableToTrack, IApplicableToScoreProcessor where TObject : HitObject { private readonly BindableNumber mainVolumeAdjust = new BindableDouble(0.5); private readonly BindableNumber metronomeVolumeAdjust = new BindableDouble(0.5); private readonly BindableNumber currentCombo = new BindableInt(); [SettingSource("Start muted", "Increase volume as combo builds.")] public BindableBool InverseMuting { get; } = new BindableBool(); [SettingSource("Enable metronome", "Add a metronome beat to help you keep track of the rhythm.")] public BindableBool EnableMetronome { get; } = new BindableBool(true); [SettingSource("Final volume at combo", "The combo count at which point the track reaches its final volume.", SettingControlType = typeof(SettingsSlider))] public BindableInt MuteComboCount { get; } = new BindableInt(100) { MinValue = 0, MaxValue = 500, }; [SettingSource("Mute hit sounds", "Hit sounds are also muted alongside the track.")] public BindableBool AffectsHitSounds { get; } = new BindableBool(true); protected ModMuted() { InverseMuting.BindValueChanged(i => MuteComboCount.MinValue = i.NewValue ? 1 : 0, true); } public void ApplyToTrack(IAdjustableAudioComponent track) { track.AddAdjustment(AdjustableProperty.Volume, mainVolumeAdjust); } public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) { if (EnableMetronome.Value) { MetronomeBeat metronomeBeat; // Importantly, this is added to FrameStableComponents and not Overlays as the latter would cause it to be self-muted by the mod's volume adjustment. drawableRuleset.FrameStableComponents.Add(metronomeBeat = new MetronomeBeat(drawableRuleset.Beatmap.HitObjects.First().StartTime)); metronomeBeat.AddAdjustment(AdjustableProperty.Volume, metronomeVolumeAdjust); } if (AffectsHitSounds.Value) drawableRuleset.Audio.AddAdjustment(AdjustableProperty.Volume, mainVolumeAdjust); } public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor) { currentCombo.BindTo(scoreProcessor.Combo); currentCombo.BindValueChanged(combo => { double dimFactor = MuteComboCount.Value == 0 ? 1 : (double)combo.NewValue / MuteComboCount.Value; if (InverseMuting.Value) dimFactor = 1 - dimFactor; scoreProcessor.TransformBindableTo(metronomeVolumeAdjust, dimFactor, 500, Easing.OutQuint); scoreProcessor.TransformBindableTo(mainVolumeAdjust, 1 - dimFactor, 500, Easing.OutQuint); }, true); } public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank; } public partial class MuteComboSlider : RoundedSliderBar { public override LocalisableString TooltipText => Current.Value == 0 ? "always muted" : base.TooltipText; } }