// 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 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 { protected override DrumSampleTriggerSource CreateTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance) => new ArgonDrumSampleTriggerSource(hitObjectContainer, balance); public partial class ArgonDrumSampleTriggerSource : DrumSampleTriggerSource { [Resolved] private ISkinSource skinSource { get; set; } = null!; public ArgonDrumSampleTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance) : base(hitObjectContainer, balance) { // TODO: pool flourish sample } public override void Play(HitType hitType, bool strong) { TaikoHitObject? hitObject = GetMostValidObject() as TaikoHitObject; if (hitObject == null) return; var originalSample = hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL); // If the sample is provided by a legacy skin, we should not try and do anything special. if (skinSource.FindProvider(s => s.GetSample(originalSample) != null) is LegacySkinTransformer) { base.Play(hitType, strong); return; } // let the magic begin... if (strong) { PlaySamples(new ISampleInfo[] { new VolumeAwareHitSampleInfo(originalSample, true), // TODO: flourish should only play every time_between_flourishes. new VolumeAwareHitSampleInfo(hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_FLOURISH : string.Empty), true), new VolumeAwareHitSampleInfo(originalSample) }); } else { PlaySamples(new ISampleInfo[] { new VolumeAwareHitSampleInfo(new VolumeAwareHitSampleInfo(originalSample)) }); } } private class VolumeAwareHitSampleInfo : HitSampleInfo { public const int SAMPLE_VOLUME_THRESHOLD_HARD = 90; public const int SAMPLE_VOLUME_THRESHOLD_MEDIUM = 60; public VolumeAwareHitSampleInfo(HitSampleInfo sampleInfo, bool isStrong = false) : base(sampleInfo.Name, isStrong ? BANK_STRONG : getBank(sampleInfo.Bank, sampleInfo.Name, sampleInfo.Volume), sampleInfo.Suffix, sampleInfo.Volume) { } public override IEnumerable LookupNames { get { foreach (string name in base.LookupNames) yield return name.Insert(name.LastIndexOf('/') + 1, "Argon/taiko-"); } } private static string getBank(string originalBank, string sampleName, int volume) { // So basically we're overwriting mapper's bank intentions here. // The rationale is that most taiko beatmaps only use a single bank, but regularly adjust volume. switch (sampleName) { case HIT_NORMAL: case HIT_CLAP: { if (volume >= SAMPLE_VOLUME_THRESHOLD_HARD) return BANK_DRUM; if (volume >= SAMPLE_VOLUME_THRESHOLD_MEDIUM) return BANK_NORMAL; return BANK_SOFT; } default: return originalBank; } } } } } }