mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 17:47:29 +08:00
549 lines
21 KiB
C#
549 lines
21 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 System;
|
|
using System.Collections.Generic;
|
|
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.Graphics.Audio;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Logging;
|
|
using osu.Framework.Threading;
|
|
using osu.Game.Audio.Effects;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Database;
|
|
using osu.Game.Rulesets.Mods;
|
|
|
|
namespace osu.Game.Overlays
|
|
{
|
|
/// <summary>
|
|
/// Handles playback of the global music track.
|
|
/// </summary>
|
|
public partial class MusicController : CompositeDrawable
|
|
{
|
|
[Resolved]
|
|
private BeatmapManager beatmaps { get; set; } = null!;
|
|
|
|
/// <summary>
|
|
/// Point in time after which the current track will be restarted on triggering a "previous track" action.
|
|
/// </summary>
|
|
private const double restart_cutoff_point = 5000;
|
|
|
|
/// <summary>
|
|
/// Whether the user has requested the track to be paused. Use <see cref="IsPlaying"/> to determine whether the track is still playing.
|
|
/// </summary>
|
|
public bool UserPauseRequested { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Whether user control of the global track should be allowed.
|
|
/// </summary>
|
|
public readonly BindableBool AllowTrackControl = new BindableBool(true);
|
|
|
|
/// <summary>
|
|
/// Fired when the global <see cref="WorkingBeatmap"/> has changed.
|
|
/// Includes direction information for display purposes.
|
|
/// </summary>
|
|
public event Action<WorkingBeatmap, TrackChangeDirection>? TrackChanged;
|
|
|
|
[Resolved]
|
|
private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
|
|
|
|
[Resolved]
|
|
private IBindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
|
|
|
|
public DrawableTrack CurrentTrack { get; private set; } = new DrawableTrack(new TrackVirtual(1000));
|
|
|
|
[Resolved]
|
|
private RealmAccess realm { get; set; } = null!;
|
|
|
|
private BindableNumber<double> sampleVolume = null!;
|
|
|
|
private readonly BindableDouble audioDuckVolume = new BindableDouble(1);
|
|
|
|
private AudioFilter audioDuckFilter = null!;
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(AudioManager audio)
|
|
{
|
|
AddInternal(audioDuckFilter = new AudioFilter(audio.TrackMixer));
|
|
audio.Tracks.AddAdjustment(AdjustableProperty.Volume, audioDuckVolume);
|
|
sampleVolume = audio.VolumeSample.GetBoundCopy();
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
beatmap.BindValueChanged(b =>
|
|
{
|
|
if (b.NewValue != null)
|
|
changeBeatmap(b.NewValue);
|
|
}, true);
|
|
mods.BindValueChanged(_ => ResetTrackAdjustments(), true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forcefully reload the current <see cref="WorkingBeatmap"/>'s track from disk.
|
|
/// </summary>
|
|
public void ReloadCurrentTrack()
|
|
{
|
|
if (current == null)
|
|
return;
|
|
|
|
changeTrack();
|
|
TrackChanged?.Invoke(current, TrackChangeDirection.None);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns whether the beatmap track is playing.
|
|
/// </summary>
|
|
public bool IsPlaying => CurrentTrack.IsRunning;
|
|
|
|
/// <summary>
|
|
/// Returns whether the beatmap track is loaded.
|
|
/// </summary>
|
|
public bool TrackLoaded => CurrentTrack.TrackLoaded;
|
|
|
|
private ScheduledDelegate? seekDelegate;
|
|
|
|
public void SeekTo(double position)
|
|
{
|
|
seekDelegate?.Cancel();
|
|
seekDelegate = Schedule(() =>
|
|
{
|
|
if (beatmap.Disabled || !AllowTrackControl.Value)
|
|
return;
|
|
|
|
CurrentTrack.Seek(position);
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures music is playing, no matter what, unless the user has explicitly paused.
|
|
/// This means that if the current beatmap has a virtual track (see <see cref="TrackVirtual"/>) a new beatmap will be selected.
|
|
/// </summary>
|
|
public void EnsurePlayingSomething()
|
|
{
|
|
if (UserPauseRequested) return;
|
|
|
|
if (CurrentTrack.IsDummyDevice || beatmap.Value.BeatmapSetInfo.DeletePending)
|
|
{
|
|
if (beatmap.Disabled || !AllowTrackControl.Value)
|
|
return;
|
|
|
|
Logger.Log($"{nameof(MusicController)} skipping next track to {nameof(EnsurePlayingSomething)}");
|
|
NextTrack(allowProtectedTracks: true);
|
|
}
|
|
else if (!IsPlaying)
|
|
{
|
|
Logger.Log($"{nameof(MusicController)} starting playback to {nameof(EnsurePlayingSomething)}");
|
|
Play();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Start playing the current track (if not already playing).
|
|
/// </summary>
|
|
/// <param name="restart">Whether to restart the track from the beginning.</param>
|
|
/// <param name="requestedByUser">
|
|
/// Whether the request to play was issued by the user rather than internally.
|
|
/// Specifying <c>true</c> will ensure that other methods like <see cref="EnsurePlayingSomething"/>
|
|
/// will resume music playback going forward.
|
|
/// </param>
|
|
/// <returns>Whether the operation was successful.</returns>
|
|
public bool Play(bool restart = false, bool requestedByUser = false)
|
|
{
|
|
if (requestedByUser && !AllowTrackControl.Value)
|
|
return false;
|
|
|
|
if (requestedByUser)
|
|
UserPauseRequested = false;
|
|
|
|
if (restart)
|
|
CurrentTrack.RestartAsync();
|
|
else if (!IsPlaying)
|
|
CurrentTrack.StartAsync();
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Stop playing the current track and pause at the current position.
|
|
/// </summary>
|
|
/// <param name="requestedByUser">
|
|
/// Whether the request to stop was issued by the user rather than internally.
|
|
/// Specifying <c>true</c> will ensure that other methods like <see cref="EnsurePlayingSomething"/>
|
|
/// will not resume music playback until the next explicit call to <see cref="Play"/>.
|
|
/// </param>
|
|
public void Stop(bool requestedByUser = false)
|
|
{
|
|
if (requestedByUser && !AllowTrackControl.Value)
|
|
return;
|
|
|
|
UserPauseRequested |= requestedByUser;
|
|
if (CurrentTrack.IsRunning)
|
|
CurrentTrack.StopAsync();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Toggle pause / play.
|
|
/// </summary>
|
|
/// <returns>Whether the operation was successful.</returns>
|
|
public bool TogglePause()
|
|
{
|
|
if (!AllowTrackControl.Value)
|
|
return false;
|
|
|
|
if (CurrentTrack.IsRunning)
|
|
Stop(true);
|
|
else
|
|
Play(requestedByUser: true);
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Play the previous track or restart the current track if it's current time below <see cref="restart_cutoff_point"/>.
|
|
/// </summary>
|
|
/// <param name="onSuccess">Invoked when the operation has been performed successfully.</param>
|
|
/// <param name="allowProtectedTracks">Whether to include <see cref="BeatmapSetInfo.Protected"/> beatmap sets when navigating.</param>
|
|
public void PreviousTrack(Action<PreviousTrackResult>? onSuccess = null, bool allowProtectedTracks = false) => Schedule(() =>
|
|
{
|
|
PreviousTrackResult res = prev(allowProtectedTracks);
|
|
if (res != PreviousTrackResult.None)
|
|
onSuccess?.Invoke(res);
|
|
});
|
|
|
|
/// <summary>
|
|
/// Play the previous track or restart the current track if it's current time below <see cref="restart_cutoff_point"/>.
|
|
/// </summary>
|
|
/// <param name="allowProtectedTracks">Whether to include <see cref="BeatmapSetInfo.Protected"/> beatmap sets when navigating.</param>
|
|
/// <returns>The <see cref="PreviousTrackResult"/> that indicate the decided action.</returns>
|
|
private PreviousTrackResult prev(bool allowProtectedTracks)
|
|
{
|
|
if (beatmap.Disabled || !AllowTrackControl.Value)
|
|
return PreviousTrackResult.None;
|
|
|
|
double currentTrackPosition = CurrentTrack.CurrentTime;
|
|
|
|
if (currentTrackPosition >= restart_cutoff_point)
|
|
{
|
|
SeekTo(0);
|
|
return PreviousTrackResult.Restart;
|
|
}
|
|
|
|
queuedDirection = TrackChangeDirection.Prev;
|
|
|
|
var playableSet = getBeatmapSets().AsEnumerable().TakeWhile(i => !i.Equals(current?.BeatmapSetInfo)).LastOrDefault(s => !s.Protected || allowProtectedTracks)
|
|
?? getBeatmapSets().AsEnumerable().LastOrDefault(s => !s.Protected || allowProtectedTracks);
|
|
|
|
if (playableSet != null)
|
|
{
|
|
changeBeatmap(beatmaps.GetWorkingBeatmap(playableSet.Beatmaps.First()));
|
|
restartTrack();
|
|
return PreviousTrackResult.Previous;
|
|
}
|
|
|
|
return PreviousTrackResult.None;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Play the next random or playlist track.
|
|
/// </summary>
|
|
/// <param name="onSuccess">Invoked when the operation has been performed successfully.</param>
|
|
/// <param name="allowProtectedTracks">Whether to include <see cref="BeatmapSetInfo.Protected"/> beatmap sets when navigating.</param>
|
|
/// <returns>A <see cref="ScheduledDelegate"/> of the operation.</returns>
|
|
public void NextTrack(Action? onSuccess = null, bool allowProtectedTracks = false) => Schedule(() =>
|
|
{
|
|
bool res = next(allowProtectedTracks);
|
|
if (res)
|
|
onSuccess?.Invoke();
|
|
});
|
|
|
|
private readonly List<DuckParameters> duckOperations = new List<DuckParameters>();
|
|
|
|
/// <summary>
|
|
/// 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).
|
|
/// </summary>
|
|
/// <returns>A <see cref="IDisposable"/> which will restore the duck operation when disposed.</returns>
|
|
public IDisposable Duck(DuckParameters? parameters = null)
|
|
{
|
|
// Don't duck if samples have no volume, it sounds weird.
|
|
if (sampleVolume.Value == 0)
|
|
return new InvokeOnDisposal(() => { });
|
|
|
|
parameters ??= new DuckParameters();
|
|
|
|
duckOperations.Add(parameters);
|
|
|
|
DuckParameters volumeOperation = duckOperations.MinBy(p => p.DuckVolumeTo)!;
|
|
DuckParameters lowPassOperation = duckOperations.MinBy(p => p.DuckCutoffTo)!;
|
|
|
|
audioDuckFilter.CutoffTo(lowPassOperation.DuckCutoffTo, lowPassOperation.DuckDuration, lowPassOperation.DuckEasing);
|
|
this.TransformBindableTo(audioDuckVolume, volumeOperation.DuckVolumeTo, volumeOperation.DuckDuration, volumeOperation.DuckEasing);
|
|
|
|
return new InvokeOnDisposal(restoreDucking);
|
|
|
|
void restoreDucking() => Schedule(() =>
|
|
{
|
|
if (!duckOperations.Remove(parameters))
|
|
return;
|
|
|
|
DuckParameters? restoreVolumeOperation = duckOperations.MinBy(p => p.DuckVolumeTo);
|
|
DuckParameters? restoreLowPassOperation = duckOperations.MinBy(p => p.DuckCutoffTo);
|
|
|
|
// If another duck operation is in the list, restore ducking to its level, else reset back to defaults.
|
|
audioDuckFilter.CutoffTo(restoreLowPassOperation?.DuckCutoffTo ?? AudioFilter.MAX_LOWPASS_CUTOFF, parameters.RestoreDuration, parameters.RestoreEasing);
|
|
this.TransformBindableTo(audioDuckVolume, restoreVolumeOperation?.DuckVolumeTo ?? 1, parameters.RestoreDuration, parameters.RestoreEasing);
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// A convenience method that ducks the currently playing track, then after a delay, restores automatically.
|
|
/// </summary>
|
|
/// <param name="delayUntilRestore">A delay in milliseconds which defines how long to delay restoration after ducking completes.</param>
|
|
/// <param name="parameters">Parameters defining the ducking operation.</param>
|
|
public void DuckMomentarily(double delayUntilRestore, DuckParameters? parameters = null)
|
|
{
|
|
// Don't duck if samples have no volume, it sounds weird.
|
|
if (sampleVolume.Value == 0)
|
|
return;
|
|
|
|
parameters ??= new DuckParameters();
|
|
|
|
IDisposable duckOperation = Duck(parameters);
|
|
|
|
Scheduler.AddDelayed(() => duckOperation.Dispose(), delayUntilRestore);
|
|
}
|
|
|
|
private bool next(bool allowProtectedTracks)
|
|
{
|
|
if (beatmap.Disabled || !AllowTrackControl.Value)
|
|
return false;
|
|
|
|
queuedDirection = TrackChangeDirection.Next;
|
|
|
|
var playableSet = getBeatmapSets().AsEnumerable().SkipWhile(i => !i.Equals(current?.BeatmapSetInfo) || (i.Protected && !allowProtectedTracks)).ElementAtOrDefault(1)
|
|
?? getBeatmapSets().AsEnumerable().FirstOrDefault(i => !i.Protected || allowProtectedTracks);
|
|
|
|
var playableBeatmap = playableSet?.Beatmaps.FirstOrDefault();
|
|
|
|
if (playableBeatmap != null)
|
|
{
|
|
changeBeatmap(beatmaps.GetWorkingBeatmap(playableBeatmap));
|
|
restartTrack();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private void restartTrack()
|
|
{
|
|
// if not scheduled, the previously track will be stopped one frame later (see ScheduleAfterChildren logic in GameBase).
|
|
// we probably want to move this to a central method for switching to a new working beatmap in the future.
|
|
Schedule(() => CurrentTrack.RestartAsync());
|
|
}
|
|
|
|
private WorkingBeatmap? current;
|
|
|
|
private TrackChangeDirection? queuedDirection;
|
|
|
|
private IQueryable<BeatmapSetInfo> getBeatmapSets() => realm.Realm.All<BeatmapSetInfo>().Where(s => !s.DeletePending);
|
|
|
|
private void changeBeatmap(WorkingBeatmap newWorking)
|
|
{
|
|
// This method can potentially be triggered multiple times as it is eagerly fired in next() / prev() to ensure correct execution order
|
|
// (changeBeatmap must be called before consumers receive the bindable changed event, which is not the case when the local beatmap bindable is updated directly).
|
|
if (newWorking == current)
|
|
return;
|
|
|
|
var lastWorking = current;
|
|
|
|
TrackChangeDirection direction = TrackChangeDirection.None;
|
|
|
|
bool audioEquals = newWorking.BeatmapInfo?.AudioEquals(current?.BeatmapInfo) == true;
|
|
|
|
if (current != null)
|
|
{
|
|
if (audioEquals)
|
|
direction = TrackChangeDirection.None;
|
|
else if (queuedDirection.HasValue)
|
|
{
|
|
direction = queuedDirection.Value;
|
|
queuedDirection = null;
|
|
}
|
|
else
|
|
{
|
|
// figure out the best direction based on order in playlist.
|
|
int last = getBeatmapSets().AsEnumerable().TakeWhile(b => !b.Equals(current.BeatmapSetInfo)).Count();
|
|
int next = getBeatmapSets().AsEnumerable().TakeWhile(b => !b.Equals(newWorking.BeatmapSetInfo)).Count();
|
|
|
|
direction = last > next ? TrackChangeDirection.Prev : TrackChangeDirection.Next;
|
|
}
|
|
}
|
|
|
|
current = newWorking;
|
|
|
|
if (lastWorking == null || !lastWorking.TryTransferTrack(current))
|
|
changeTrack();
|
|
|
|
TrackChanged?.Invoke(current, direction);
|
|
|
|
ResetTrackAdjustments();
|
|
|
|
queuedDirection = null;
|
|
|
|
// this will be a noop if coming from the beatmapChanged event.
|
|
// the exception is local operations like next/prev, where we want to complete loading the track before sending out a change.
|
|
if (beatmap.Value != current && beatmap is Bindable<WorkingBeatmap> working)
|
|
working.Value = current;
|
|
}
|
|
|
|
private void changeTrack()
|
|
{
|
|
var queuedTrack = getQueuedTrack();
|
|
|
|
var lastTrack = CurrentTrack;
|
|
lastTrack.Completed -= onTrackCompleted;
|
|
|
|
CurrentTrack = queuedTrack;
|
|
|
|
// 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
|
|
}
|
|
}
|