1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-15 23:27:55 +08:00
osu-lazer/osu.Game.Rulesets.Taiko/Objects/Drawables
Bartłomiej Dach 9915fac2c8
Fix sample silence being one level too low
4a7b011a53 inadvertently unearthed that
nested strong hits could play samples of their own accord, rather than
delegating to `DrumSampleTriggerSource` as they were supposed to. This
was an unfortunate omission due to how the inheritance structure of
`TaikoHitObject` looks like (some irrelevant classes omitted for
brevity):

	DrawableTaikoHitObject
		DrawableTaikoHitObject<TObject> <-- `GetSamples()` was overridden to empty here
			DrawableTaikoStrongableHitObject
				DrawableHit
				DrawableDrumRoll
				DrawableDrumRollTick
			DrawableSwell
			DrawableSwellTick
		DrawableStrongNestedHit <-- all strong nested hits are here => didn't receive `GetSamples()` override
			DrawableHit.StrongNestedHit
			DrawableDrumRoll.StrongNestedHit
			DrawableDrumRollTick.StrongNestedHit

To fix, move the `GetSamples()` override one level higher, to the
non-generic `DrawableTaikoHitObject`, to suppress the spurious sample
playbacks.

The stale reference in the comment was also updated to match current
code.
2023-05-21 18:58:26 +02:00
..
DrawableBarLine.cs Partial everything 2022-11-27 00:00:27 +09:00
DrawableDrumRoll.cs Partial everything 2022-11-27 00:00:27 +09:00
DrawableDrumRollTick.cs Move MaximumJudgementOffset to HitObject 2023-01-19 21:23:55 +09:00
DrawableFlyingHit.cs Partial everything 2022-11-27 00:00:27 +09:00
DrawableHit.cs Change snapping to only apply to classic mod 2023-02-09 18:22:14 +09:00
DrawableStrongNestedHit.cs Partial everything 2022-11-27 00:00:27 +09:00
DrawableSwell.cs Partial everything 2022-11-27 00:00:27 +09:00
DrawableSwellTick.cs Partial everything 2022-11-27 00:00:27 +09:00
DrawableTaikoHitObject.cs Fix sample silence being one level too low 2023-05-21 18:58:26 +02:00
DrawableTaikoStrongableHitObject.cs Partial everything 2022-11-27 00:00:27 +09:00