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Files
osu-lazer/osu.Game/Screens/Menu/StarFountainSounds.cs
T
2025-03-18 16:49:44 +09:00

72 lines
2.4 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Threading;
using osu.Game.Audio;
using osu.Game.Skinning;
namespace osu.Game.Screens.Menu
{
public partial class StarFountainSounds : CompositeComponent
{
private const int shoot_retrigger_delay = 500;
private const int loop_fade_duration = 500;
private double? lastPlayback;
private SkinnableSound shootSample = null!;
private PausableSkinnableSound loopSample = null!;
private ScheduledDelegate? loopFadeDelegate;
private ScheduledDelegate? loopStopDelegate;
[BackgroundDependencyLoader]
private void load()
{
InternalChildren = new Drawable[]
{
shootSample = new SkinnableSound(new SampleInfo("Gameplay/fountain-shoot")),
loopSample = new PausableSkinnableSound(new SampleInfo("Gameplay/fountain-loop")) { Looping = true },
};
}
public void Play()
{
loopFadeDelegate?.Cancel();
loopStopDelegate?.Cancel();
try
{
// Only play 'shootSample' if enough time has passed since last `Play()` call.
if (lastPlayback == null || Time.Current - lastPlayback > shoot_retrigger_delay)
{
loopSample.Stop();
shootSample.Play();
return;
}
// Only call `Play()` if `loopSample` is not already playing, to prevent restarting the sample each time.
if (!loopSample.RequestedPlaying)
{
this.TransformBindableTo(loopSample.Volume, 1);
loopSample.Play();
}
// Schedule a volume fadeout, followed by a `Stop()`.
loopFadeDelegate = Scheduler.AddDelayed(() =>
{
this.TransformBindableTo(loopSample.Volume, 0, loop_fade_duration);
loopStopDelegate = Scheduler.AddDelayed(() => loopSample.Stop(), loop_fade_duration);
}, shoot_retrigger_delay);
}
finally
{
lastPlayback = Time.Current;
}
}
}
}