// 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.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Game.Audio; namespace osu.Game.Skinning { public class SkinnableSound : SkinReloadableDrawable { private readonly SampleInfo[] samples; private SampleChannel[] channels; private AudioManager audio; public SkinnableSound(params SampleInfo[] samples) { this.samples = samples; } [BackgroundDependencyLoader] private void load(AudioManager audio) { this.audio = audio; } public void Play() => channels?.ForEach(c => c.Play()); public override bool IsPresent => false; // We don't need to receive updates. protected override void SkinChanged(ISkinSource skin, bool allowFallback) { channels = samples.Select(s => { var ch = loadChannel(s, skin.GetSample); if (ch == null && allowFallback) ch = loadChannel(s, audio.Samples.Get); return ch; }).Where(c => c != null).ToArray(); } private SampleChannel loadChannel(SampleInfo info, Func getSampleFunction) { foreach (var lookup in info.LookupNames) { var ch = getSampleFunction($"Gameplay/{lookup}"); if (ch == null) continue; ch.Volume.Value = info.Volume / 100.0; return ch; } return null; } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); foreach (var c in channels) c.Dispose(); } } }