// 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.Game.Audio; namespace osu.Game.Rulesets.Taiko.Skinning.Argon { public 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; } } } }