// 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.Track; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Timing; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Overlays; namespace osu.Game.Screens.Play { /// /// A which uses a as a source. /// /// This is the most complete which takes into account all user and platform offsets, /// and provides implementations for user actions such as skipping or adjusting playback rates that may occur during gameplay. /// /// /// /// This is intended to be used as a single controller for gameplay, or as a reference source for other s. /// public partial class MasterGameplayClockContainer : GameplayClockContainer, IBeatSyncProvider { /// /// Duration before gameplay start time required before skip button displays. /// public const double MINIMUM_SKIP_TIME = 1000; public readonly BindableNumber UserPlaybackRate = new BindableDouble(1) { MinValue = 0.5, MaxValue = 2, Precision = 0.1, }; private readonly WorkingBeatmap beatmap; private readonly Track track; private readonly double skipTargetTime; /// /// Stores the time at which the last call was triggered. /// This is used to ensure we resume from that precise point in time, ignoring the proceeding frequency ramp. /// /// Optimally, we'd have gameplay ramp down with the frequency, but I believe this was intentionally disabled /// to avoid fails occurring after the pause screen has been shown. /// /// In the future I want to change this. /// private double? actualStopTime; [Resolved] private MusicController musicController { get; set; } = null!; /// /// Create a new master gameplay clock container. /// /// The beatmap to be used for time and metadata references. /// The latest time which should be used when introducing gameplay. Will be used when skipping forward. public MasterGameplayClockContainer(WorkingBeatmap beatmap, double skipTargetTime) : base(beatmap.Track, true) { this.beatmap = beatmap; this.skipTargetTime = skipTargetTime; track = beatmap.Track; StartTime = findEarliestStartTime(); } private double findEarliestStartTime() { // here we are trying to find the time to start playback from the "zero" point. // generally this is either zero, or some point earlier than zero in the case of storyboards, lead-ins etc. // start with the originally provided latest time (if before zero). double time = Math.Min(0, skipTargetTime); // if a storyboard is present, it may dictate the appropriate start time by having events in negative time space. // this is commonly used to display an intro before the audio track start. double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime; if (firstStoryboardEvent != null) time = Math.Min(time, firstStoryboardEvent.Value); // some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available. // this is not available as an option in the live editor but can still be applied via .osu editing. double firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime; if (beatmap.BeatmapInfo.AudioLeadIn > 0) time = Math.Min(time, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn); return time; } protected override void StopGameplayClock() { actualStopTime = GameplayClock.CurrentTime; if (IsLoaded) { // During normal operation, the source is stopped after performing a frequency ramp. this.TransformBindableTo(GameplayClock.ExternalPauseFrequencyAdjust, 0, 200, Easing.Out).OnComplete(_ => { if (IsPaused.Value) base.StopGameplayClock(); }); } else { base.StopGameplayClock(); // If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations. GameplayClock.ExternalPauseFrequencyAdjust.Value = 0; // We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment. // Without doing this, an initial seek may be performed with the wrong offset. GameplayClock.ProcessFrame(); } } public override void Seek(double time) { // Safety in case the clock is seeked while stopped. actualStopTime = null; base.Seek(time); } protected override void PrepareStart() { if (actualStopTime != null) { Seek(actualStopTime.Value); actualStopTime = null; } else base.PrepareStart(); } protected override void StartGameplayClock() { addSourceClockAdjustments(); base.StartGameplayClock(); if (IsLoaded) { this.TransformBindableTo(GameplayClock.ExternalPauseFrequencyAdjust, 1, 200, Easing.In); } else { // If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations. GameplayClock.ExternalPauseFrequencyAdjust.Value = 1; // We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment. // Without doing this, an initial seek may be performed with the wrong offset. GameplayClock.ProcessFrame(); } } /// /// Skip forward to the next valid skip point. /// public void Skip() { if (GameplayClock.CurrentTime > skipTargetTime - MINIMUM_SKIP_TIME) return; double skipTarget = skipTargetTime - MINIMUM_SKIP_TIME; if (GameplayClock.CurrentTime < 0 && skipTarget > 6000) // double skip exception for storyboards with very long intros skipTarget = 0; Seek(skipTarget); } /// /// Changes the backing clock to avoid using the originally provided track. /// public void StopUsingBeatmapClock() { removeSourceClockAdjustments(); ChangeSource(new TrackVirtual(beatmap.Track.Length)); addSourceClockAdjustments(); } private bool speedAdjustmentsApplied; private void addSourceClockAdjustments() { if (speedAdjustmentsApplied) return; musicController.ResetTrackAdjustments(); track.BindAdjustments(AdjustmentsFromMods); track.AddAdjustment(AdjustableProperty.Frequency, GameplayClock.ExternalPauseFrequencyAdjust); track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate); speedAdjustmentsApplied = true; } private void removeSourceClockAdjustments() { if (!speedAdjustmentsApplied) return; track.UnbindAdjustments(AdjustmentsFromMods); track.RemoveAdjustment(AdjustableProperty.Frequency, GameplayClock.ExternalPauseFrequencyAdjust); track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate); speedAdjustmentsApplied = false; } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); removeSourceClockAdjustments(); } ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.Beatmap.ControlPointInfo; IClock IBeatSyncProvider.Clock => this; ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : ChannelAmplitudes.Empty; } }