mirror of
https://github.com/ppy/osu.git
synced 2024-11-15 18:47:26 +08:00
8cec318c1f
Co-authored-by: Dean Herbert <pe@ppy.sh>
657 lines
26 KiB
C#
657 lines
26 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Audio;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Game.Audio.Effects;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Overlays
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{
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/// <summary>
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/// Handles playback of the global music track.
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/// </summary>
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public partial class MusicController : CompositeDrawable
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{
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[Resolved]
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private BeatmapManager beatmaps { get; set; } = null!;
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/// <summary>
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/// Point in time after which the current track will be restarted on triggering a "previous track" action.
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/// </summary>
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private const double restart_cutoff_point = 5000;
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/// <summary>
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/// Whether the user has requested the track to be paused. Use <see cref="IsPlaying"/> to determine whether the track is still playing.
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/// </summary>
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public bool UserPauseRequested { get; private set; }
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/// <summary>
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/// Whether user control of the global track should be allowed.
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/// </summary>
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public readonly BindableBool AllowTrackControl = new BindableBool(true);
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public readonly BindableBool Shuffle = new BindableBool(true);
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/// <summary>
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/// Fired when the global <see cref="WorkingBeatmap"/> has changed.
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/// Includes direction information for display purposes.
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/// </summary>
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public event Action<WorkingBeatmap, TrackChangeDirection>? TrackChanged;
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
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[Resolved]
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private IBindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
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public DrawableTrack CurrentTrack { get; private set; } = new DrawableTrack(new TrackVirtual(1000));
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[Resolved]
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private RealmAccess realm { get; set; } = null!;
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private BindableNumber<double> sampleVolume = null!;
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private readonly BindableDouble audioDuckVolume = new BindableDouble(1);
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private AudioFilter audioDuckFilter = null!;
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private readonly Bindable<RandomSelectAlgorithm> randomSelectAlgorithm = new Bindable<RandomSelectAlgorithm>();
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private readonly List<Live<BeatmapSetInfo>> previousRandomSets = new List<Live<BeatmapSetInfo>>();
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private int randomHistoryDirection;
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private int lastRandomTrackDirection;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, OsuConfigManager configManager)
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{
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AddInternal(audioDuckFilter = new AudioFilter(audio.TrackMixer));
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audio.Tracks.AddAdjustment(AdjustableProperty.Volume, audioDuckVolume);
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sampleVolume = audio.VolumeSample.GetBoundCopy();
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configManager.BindWith(OsuSetting.RandomSelectAlgorithm, randomSelectAlgorithm);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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beatmap.BindValueChanged(b =>
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{
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if (b.NewValue != null)
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changeBeatmap(b.NewValue);
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}, true);
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mods.BindValueChanged(_ => ResetTrackAdjustments(), true);
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}
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/// <summary>
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/// Forcefully reload the current <see cref="WorkingBeatmap"/>'s track from disk.
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/// </summary>
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public void ReloadCurrentTrack()
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{
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if (current == null)
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return;
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changeTrack();
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TrackChanged?.Invoke(current, TrackChangeDirection.None);
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}
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/// <summary>
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/// Returns whether the beatmap track is playing.
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/// </summary>
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public bool IsPlaying => CurrentTrack.IsRunning;
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/// <summary>
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/// Returns whether the beatmap track is loaded.
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/// </summary>
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public bool TrackLoaded => CurrentTrack.TrackLoaded;
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private ScheduledDelegate? seekDelegate;
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public void SeekTo(double position)
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{
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seekDelegate?.Cancel();
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seekDelegate = Schedule(() =>
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{
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if (!AllowTrackControl.Value)
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return;
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CurrentTrack.Seek(position);
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});
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}
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/// <summary>
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/// Ensures music is playing, no matter what, unless the user has explicitly paused.
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/// This means that if the current beatmap has a virtual track (see <see cref="TrackVirtual"/>) a new beatmap will be selected.
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/// </summary>
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public void EnsurePlayingSomething()
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{
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if (UserPauseRequested) return;
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if (CurrentTrack.IsDummyDevice || beatmap.Value.BeatmapSetInfo.DeletePending)
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{
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if (beatmap.Disabled || !AllowTrackControl.Value)
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return;
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Logger.Log($"{nameof(MusicController)} skipping next track to {nameof(EnsurePlayingSomething)}");
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NextTrack(allowProtectedTracks: true);
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}
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else if (!IsPlaying)
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{
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Logger.Log($"{nameof(MusicController)} starting playback to {nameof(EnsurePlayingSomething)}");
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Play();
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}
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}
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/// <summary>
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/// Start playing the current track (if not already playing).
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/// </summary>
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/// <param name="restart">Whether to restart the track from the beginning.</param>
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/// <param name="requestedByUser">
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/// Whether the request to play was issued by the user rather than internally.
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/// Specifying <c>true</c> will ensure that other methods like <see cref="EnsurePlayingSomething"/>
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/// will resume music playback going forward.
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/// </param>
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/// <returns>Whether the operation was successful.</returns>
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public bool Play(bool restart = false, bool requestedByUser = false)
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{
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if (requestedByUser && !AllowTrackControl.Value)
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return false;
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if (requestedByUser)
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UserPauseRequested = false;
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if (restart)
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CurrentTrack.RestartAsync();
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else if (!IsPlaying)
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CurrentTrack.StartAsync();
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return true;
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}
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/// <summary>
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/// Stop playing the current track and pause at the current position.
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/// </summary>
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/// <param name="requestedByUser">
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/// Whether the request to stop was issued by the user rather than internally.
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/// Specifying <c>true</c> will ensure that other methods like <see cref="EnsurePlayingSomething"/>
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/// will not resume music playback until the next explicit call to <see cref="Play"/>.
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/// </param>
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public void Stop(bool requestedByUser = false)
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{
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if (requestedByUser && !AllowTrackControl.Value)
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return;
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UserPauseRequested |= requestedByUser;
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if (CurrentTrack.IsRunning)
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CurrentTrack.StopAsync();
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}
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/// <summary>
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/// Toggle pause / play.
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/// </summary>
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/// <returns>Whether the operation was successful.</returns>
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public bool TogglePause()
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{
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if (!AllowTrackControl.Value)
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return false;
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if (CurrentTrack.IsRunning)
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Stop(true);
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else
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Play(requestedByUser: true);
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return true;
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}
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/// <summary>
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/// Play the previous track or restart the current track if it's current time below <see cref="restart_cutoff_point"/>.
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/// </summary>
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/// <param name="onSuccess">Invoked when the operation has been performed successfully.</param>
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/// <param name="allowProtectedTracks">Whether to include <see cref="BeatmapSetInfo.Protected"/> beatmap sets when navigating.</param>
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public void PreviousTrack(Action<PreviousTrackResult>? onSuccess = null, bool allowProtectedTracks = false) => Schedule(() =>
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{
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PreviousTrackResult res = prev(allowProtectedTracks);
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if (res != PreviousTrackResult.None)
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onSuccess?.Invoke(res);
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});
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/// <summary>
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/// Play the previous track or restart the current track if it's current time below <see cref="restart_cutoff_point"/>.
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/// </summary>
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/// <param name="allowProtectedTracks">Whether to include <see cref="BeatmapSetInfo.Protected"/> beatmap sets when navigating.</param>
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/// <returns>The <see cref="PreviousTrackResult"/> that indicate the decided action.</returns>
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private PreviousTrackResult prev(bool allowProtectedTracks)
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{
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if (beatmap.Disabled || !AllowTrackControl.Value)
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return PreviousTrackResult.None;
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double currentTrackPosition = CurrentTrack.CurrentTime;
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if (currentTrackPosition >= restart_cutoff_point)
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{
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SeekTo(0);
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return PreviousTrackResult.Restart;
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}
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queuedDirection = TrackChangeDirection.Prev;
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Live<BeatmapSetInfo>? playableSet;
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if (Shuffle.Value)
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playableSet = getNextRandom(-1, allowProtectedTracks);
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else
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{
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playableSet = getBeatmapSets().TakeWhile(i => !i.Value.Equals(current?.BeatmapSetInfo)).LastOrDefault(s => !s.Value.Protected || allowProtectedTracks)
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?? getBeatmapSets().LastOrDefault(s => !s.Value.Protected || allowProtectedTracks);
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}
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if (playableSet != null)
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{
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changeBeatmap(beatmaps.GetWorkingBeatmap(playableSet.Value.Beatmaps.First()));
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restartTrack();
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return PreviousTrackResult.Previous;
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}
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return PreviousTrackResult.None;
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}
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/// <summary>
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/// Play the next random or playlist track.
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/// </summary>
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/// <param name="onSuccess">Invoked when the operation has been performed successfully.</param>
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/// <param name="allowProtectedTracks">Whether to include <see cref="BeatmapSetInfo.Protected"/> beatmap sets when navigating.</param>
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/// <returns>A <see cref="ScheduledDelegate"/> of the operation.</returns>
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public void NextTrack(Action? onSuccess = null, bool allowProtectedTracks = false) => Schedule(() =>
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{
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bool res = next(allowProtectedTracks);
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if (res)
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onSuccess?.Invoke();
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});
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private readonly List<DuckParameters> duckOperations = new List<DuckParameters>();
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/// <summary>
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/// Applies ducking, attenuating the volume and/or low-pass cutoff of the currently playing track to make headroom for effects (or just to apply an effect).
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/// </summary>
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/// <returns>A <see cref="IDisposable"/> which will restore the duck operation when disposed.</returns>
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public IDisposable Duck(DuckParameters? parameters = null)
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{
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// Don't duck if samples have no volume, it sounds weird.
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if (sampleVolume.Value == 0)
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return new InvokeOnDisposal(() => { });
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parameters ??= new DuckParameters();
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duckOperations.Add(parameters);
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DuckParameters volumeOperation = duckOperations.MinBy(p => p.DuckVolumeTo)!;
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DuckParameters lowPassOperation = duckOperations.MinBy(p => p.DuckCutoffTo)!;
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audioDuckFilter.CutoffTo(lowPassOperation.DuckCutoffTo, lowPassOperation.DuckDuration, lowPassOperation.DuckEasing);
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this.TransformBindableTo(audioDuckVolume, volumeOperation.DuckVolumeTo, volumeOperation.DuckDuration, volumeOperation.DuckEasing);
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return new InvokeOnDisposal(restoreDucking);
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void restoreDucking() => Schedule(() =>
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{
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if (!duckOperations.Remove(parameters))
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return;
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DuckParameters? restoreVolumeOperation = duckOperations.MinBy(p => p.DuckVolumeTo);
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DuckParameters? restoreLowPassOperation = duckOperations.MinBy(p => p.DuckCutoffTo);
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// If another duck operation is in the list, restore ducking to its level, else reset back to defaults.
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audioDuckFilter.CutoffTo(restoreLowPassOperation?.DuckCutoffTo ?? AudioFilter.MAX_LOWPASS_CUTOFF, parameters.RestoreDuration, parameters.RestoreEasing);
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this.TransformBindableTo(audioDuckVolume, restoreVolumeOperation?.DuckVolumeTo ?? 1, parameters.RestoreDuration, parameters.RestoreEasing);
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});
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}
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/// <summary>
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/// A convenience method that ducks the currently playing track, then after a delay, restores automatically.
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/// </summary>
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/// <param name="delayUntilRestore">A delay in milliseconds which defines how long to delay restoration after ducking completes.</param>
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/// <param name="parameters">Parameters defining the ducking operation.</param>
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public void DuckMomentarily(double delayUntilRestore, DuckParameters? parameters = null)
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{
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// Don't duck if samples have no volume, it sounds weird.
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if (sampleVolume.Value == 0)
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return;
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parameters ??= new DuckParameters();
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IDisposable duckOperation = Duck(parameters);
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Scheduler.AddDelayed(() => duckOperation.Dispose(), delayUntilRestore);
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}
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private bool next(bool allowProtectedTracks)
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{
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if (beatmap.Disabled || !AllowTrackControl.Value)
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return false;
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queuedDirection = TrackChangeDirection.Next;
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Live<BeatmapSetInfo>? playableSet;
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if (Shuffle.Value)
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playableSet = getNextRandom(1, allowProtectedTracks);
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else
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{
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playableSet = getBeatmapSets().SkipWhile(i => !i.Value.Equals(current?.BeatmapSetInfo))
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.Where(i => !i.Value.Protected || allowProtectedTracks)
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.ElementAtOrDefault(1)
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?? getBeatmapSets().FirstOrDefault(i => !i.Value.Protected || allowProtectedTracks);
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}
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var playableBeatmap = playableSet?.Value.Beatmaps.FirstOrDefault();
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if (playableBeatmap != null)
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{
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changeBeatmap(beatmaps.GetWorkingBeatmap(playableBeatmap));
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restartTrack();
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return true;
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}
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return false;
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}
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private Live<BeatmapSetInfo>? getNextRandom(int direction, bool allowProtectedTracks)
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{
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try
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{
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Live<BeatmapSetInfo> result;
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var possibleSets = getBeatmapSets().Where(s => !s.Value.Protected || allowProtectedTracks).ToList();
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if (possibleSets.Count == 0)
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return null;
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// if there is only one possible set left, play it, even if it is the same as the current track.
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// looping is preferable over playing nothing.
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if (possibleSets.Count == 1)
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return possibleSets.Single();
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// now that we actually know there is a choice, do not allow the current track to be played again.
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possibleSets.RemoveAll(s => s.Value.Equals(current?.BeatmapSetInfo));
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// condition below checks if the signs of `randomHistoryDirection` and `direction` are opposite and not zero.
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// if that is the case, it means that the user had previously chosen next track `randomHistoryDirection` times and wants to go back,
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// or that the user had previously chosen previous track `randomHistoryDirection` times and wants to go forward.
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// in both cases, it means that we have a history of previous random selections that we can rewind.
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if (randomHistoryDirection * direction < 0)
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{
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Debug.Assert(Math.Abs(randomHistoryDirection) == previousRandomSets.Count);
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// if the user has been shuffling backwards and now going forwards (or vice versa),
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// the topmost item from history needs to be discarded because it's the *current* track.
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if (direction * lastRandomTrackDirection < 0)
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{
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previousRandomSets.RemoveAt(previousRandomSets.Count - 1);
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randomHistoryDirection += direction;
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}
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if (previousRandomSets.Count > 0)
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{
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result = previousRandomSets[^1];
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previousRandomSets.RemoveAt(previousRandomSets.Count - 1);
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return result;
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}
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}
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// if the early-return above didn't cover it, it means that we have no history to fall back on
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// and need to actually choose something random.
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switch (randomSelectAlgorithm.Value)
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{
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case RandomSelectAlgorithm.Random:
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result = possibleSets[RNG.Next(possibleSets.Count)];
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break;
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case RandomSelectAlgorithm.RandomPermutation:
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var notYetPlayedSets = possibleSets.Except(previousRandomSets).ToList();
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if (notYetPlayedSets.Count == 0)
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{
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notYetPlayedSets = possibleSets;
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previousRandomSets.Clear();
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randomHistoryDirection = 0;
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}
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result = notYetPlayedSets[RNG.Next(notYetPlayedSets.Count)];
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(randomSelectAlgorithm), randomSelectAlgorithm.Value, "Unsupported random select algorithm");
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}
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previousRandomSets.Add(result);
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return result;
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}
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finally
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{
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randomHistoryDirection += direction;
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lastRandomTrackDirection = direction;
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}
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}
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private void restartTrack()
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{
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// if not scheduled, the previously track will be stopped one frame later (see ScheduleAfterChildren logic in GameBase).
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// we probably want to move this to a central method for switching to a new working beatmap in the future.
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Schedule(() => CurrentTrack.RestartAsync());
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}
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private WorkingBeatmap? current;
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private TrackChangeDirection? queuedDirection;
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private IEnumerable<Live<BeatmapSetInfo>> getBeatmapSets() => realm.Realm.All<BeatmapSetInfo>().Where(s => !s.DeletePending)
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.AsEnumerable()
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.Select(s => new RealmLive<BeatmapSetInfo>(s, realm));
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private void changeBeatmap(WorkingBeatmap newWorking)
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{
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// This method can potentially be triggered multiple times as it is eagerly fired in next() / prev() to ensure correct execution order
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// (changeBeatmap must be called before consumers receive the bindable changed event, which is not the case when the local beatmap bindable is updated directly).
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if (newWorking == current)
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return;
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var lastWorking = current;
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TrackChangeDirection direction = TrackChangeDirection.None;
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bool audioEquals = newWorking.BeatmapInfo?.AudioEquals(current?.BeatmapInfo) == true;
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if (current != null)
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{
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if (audioEquals)
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direction = TrackChangeDirection.None;
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else if (queuedDirection.HasValue)
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{
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direction = queuedDirection.Value;
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queuedDirection = null;
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}
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else
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{
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// figure out the best direction based on order in playlist.
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int last = getBeatmapSets().TakeWhile(b => !b.Value.Equals(current.BeatmapSetInfo)).Count();
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int next = getBeatmapSets().TakeWhile(b => !b.Value.Equals(newWorking.BeatmapSetInfo)).Count();
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direction = last > next ? TrackChangeDirection.Prev : TrackChangeDirection.Next;
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}
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}
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current = newWorking;
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if (lastWorking == null || !lastWorking.TryTransferTrack(current))
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changeTrack();
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TrackChanged?.Invoke(current, direction);
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ResetTrackAdjustments();
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queuedDirection = null;
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// this will be a noop if coming from the beatmapChanged event.
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// the exception is local operations like next/prev, where we want to complete loading the track before sending out a change.
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if (beatmap.Value != current && beatmap is Bindable<WorkingBeatmap> working)
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working.Value = current;
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}
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private void changeTrack()
|
|
{
|
|
var queuedTrack = getQueuedTrack();
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|
|
|
var lastTrack = CurrentTrack;
|
|
lastTrack.Completed -= onTrackCompleted;
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|
|
|
CurrentTrack = queuedTrack;
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|
|
|
// At this point we may potentially be in an async context from tests. This is extremely dangerous but we have to make do for now.
|
|
// CurrentTrack is immediately updated above for situations where a immediate knowledge about the new track is required,
|
|
// but the mutation of the hierarchy is scheduled to avoid exceptions.
|
|
Schedule(() =>
|
|
{
|
|
lastTrack.VolumeTo(0, 500, Easing.Out).Expire();
|
|
|
|
if (queuedTrack == CurrentTrack)
|
|
{
|
|
AddInternal(queuedTrack);
|
|
queuedTrack.VolumeTo(0).Then().VolumeTo(1, 300, Easing.Out);
|
|
}
|
|
else
|
|
{
|
|
// If the track has changed since the call to changeTrack, it is safe to dispose the
|
|
// queued track rather than consume it.
|
|
queuedTrack.Dispose();
|
|
}
|
|
});
|
|
}
|
|
|
|
private DrawableTrack getQueuedTrack()
|
|
{
|
|
// Important to keep this in its own method to avoid inadvertently capturing unnecessary variables in the callback.
|
|
// Can lead to leaks.
|
|
var queuedTrack = new DrawableTrack(current!.LoadTrack());
|
|
queuedTrack.Completed += onTrackCompleted;
|
|
return queuedTrack;
|
|
}
|
|
|
|
private void onTrackCompleted()
|
|
{
|
|
if (!CurrentTrack.Looping && !beatmap.Disabled && AllowTrackControl.Value)
|
|
NextTrack(allowProtectedTracks: true);
|
|
}
|
|
|
|
private bool applyModTrackAdjustments;
|
|
|
|
/// <summary>
|
|
/// Whether mod track adjustments are allowed to be applied.
|
|
/// </summary>
|
|
public bool ApplyModTrackAdjustments
|
|
{
|
|
get => applyModTrackAdjustments;
|
|
set
|
|
{
|
|
if (applyModTrackAdjustments == value)
|
|
return;
|
|
|
|
applyModTrackAdjustments = value;
|
|
ResetTrackAdjustments();
|
|
}
|
|
}
|
|
|
|
private AudioAdjustments? modTrackAdjustments;
|
|
|
|
/// <summary>
|
|
/// Resets the adjustments currently applied on <see cref="CurrentTrack"/> and applies the mod adjustments if <see cref="ApplyModTrackAdjustments"/> is <c>true</c>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Does not reset any adjustments applied directly to the beatmap track.
|
|
/// </remarks>
|
|
public void ResetTrackAdjustments()
|
|
{
|
|
// todo: we probably want a helper method rather than this.
|
|
CurrentTrack.RemoveAllAdjustments(AdjustableProperty.Balance);
|
|
CurrentTrack.RemoveAllAdjustments(AdjustableProperty.Frequency);
|
|
CurrentTrack.RemoveAllAdjustments(AdjustableProperty.Tempo);
|
|
CurrentTrack.RemoveAllAdjustments(AdjustableProperty.Volume);
|
|
|
|
if (applyModTrackAdjustments)
|
|
{
|
|
CurrentTrack.BindAdjustments(modTrackAdjustments = new AudioAdjustments());
|
|
|
|
foreach (var mod in mods.Value.OfType<IApplicableToTrack>())
|
|
mod.ApplyToTrack(modTrackAdjustments);
|
|
}
|
|
}
|
|
}
|
|
|
|
public class DuckParameters
|
|
{
|
|
/// <summary>
|
|
/// The duration of the ducking transition in milliseconds.
|
|
/// Defaults to 100 ms.
|
|
/// </summary>
|
|
public double DuckDuration = 100;
|
|
|
|
/// <summary>
|
|
/// The final volume which should be reached during ducking, when 0 is silent and 1 is original volume.
|
|
/// Defaults to 25%.
|
|
/// </summary>
|
|
public double DuckVolumeTo = 0.25;
|
|
|
|
/// <summary>
|
|
/// The low-pass cutoff frequency which should be reached during ducking. If not required, set to <see cref="AudioFilter.MAX_LOWPASS_CUTOFF"/>.
|
|
/// Defaults to 300 Hz.
|
|
/// </summary>
|
|
public int DuckCutoffTo = 300;
|
|
|
|
/// <summary>
|
|
/// The easing curve to be applied during ducking.
|
|
/// Defaults to <see cref="Easing.Out"/>.
|
|
/// </summary>
|
|
public Easing DuckEasing = Easing.Out;
|
|
|
|
/// <summary>
|
|
/// The duration of the restoration transition in milliseconds.
|
|
/// Defaults to 500 ms.
|
|
/// </summary>
|
|
public double RestoreDuration = 500;
|
|
|
|
/// <summary>
|
|
/// The easing curve to be applied during restoration.
|
|
/// Defaults to <see cref="Easing.In"/>.
|
|
/// </summary>
|
|
public Easing RestoreEasing = Easing.In;
|
|
}
|
|
|
|
public enum TrackChangeDirection
|
|
{
|
|
None,
|
|
Next,
|
|
Prev
|
|
}
|
|
|
|
public enum PreviousTrackResult
|
|
{
|
|
None,
|
|
Restart,
|
|
Previous
|
|
}
|
|
}
|