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Bartłomiej Dach 6d325651dc
Propagate samples to drum roll/swell ticks for correct playback
In d97daee96b, `DrumSampleTriggerSource`
was changed such that in order to play sounds for the user's inputs, the
bank of the normal sound would always be used.

The problem is that in the case of taiko objects which have nested
objects (swells and drum rolls), the samples were not propagated fully
(drum rolls, where only the finish sample was kept, for the purposes of
determining strongability), or not propagated at all (swells) to ticks.

As ticks of both objects are valid return values of
`GetMostValidHitObject()`, this would lead to the drum making no sounds
if the next object was a drum roll or swell, until that drum roll or
swell was completed. To fix, propagate the full set of samples, so that
`DrumSampleTriggerSource` can retrieve the normal sound to copy the bank
from.

Note that this may not necessarily reproduce prior behaviour. This is
because it is not guaranteed that all realised samples for a given
hitobject have the same bank - some may have been overriden locally on a
given hitobject. Previously, the bank would have been retrieved from the
sample control point, wherein there is only one possible bank to use;
however, when deciding the sound to play on the basis of a constructed
hitobject, it is possible that there are cases wherein the hitnormal
sample was overridden on that given hitobject, and in such cases, this
PR would make samples _play_, but not necessarily the _same_ samples
as prior to #23308.

If that turns out to be the case, this will have to be revisited.
2023-05-21 18:57:01 +02:00
.config Revert "Merge pull request #23570 from huoyaoyuan/inspect-code-cs11" 2023-05-17 14:49:47 +09:00
.github Merge pull request #23453 from bdach/appease-the-ios-monstrosity 2023-05-10 10:08:05 +09:00
.idea Delete and ignore rider's misc.xml 2022-05-19 13:55:19 +09:00
.run Update desktop projects to target .NET 6 2022-02-10 17:42:09 +09:00
.vscode Add C# extension to recommended VS Code extensions 2022-03-22 20:33:27 +11:00
assets Add icon and use licence expression for NuGet. 2019-10-30 23:37:58 +08:00
CodeAnalysis Ban char.ToLower()/char.ToUpper() as well for better safety 2022-10-21 20:56:34 +03:00
osu.Android Use manifest overlay and merger for intent query specs 2023-03-05 13:17:46 +01:00
osu.Desktop Merge pull request #22914 from Susko3/remove-arbitrary-extension-limitation 2023-03-20 14:55:03 +09:00
osu.Game Add failing test cases for drum roll/swell sample playback 2023-05-21 18:57:01 +02:00
osu.Game.Benchmarks Add benchmarks for carousel beatmap filter 2023-03-04 15:14:22 +01:00
osu.Game.Rulesets.Catch Fix weird optional usage in HitSampleInfo.With 2023-05-17 14:11:52 +09:00
osu.Game.Rulesets.Catch.Tests Remove a couple of unnecessary volume declarations 2023-05-18 14:12:57 +09:00
osu.Game.Rulesets.Catch.Tests.Android Use manifest overlay and merger for intent query specs 2023-03-05 13:17:46 +01:00
osu.Game.Rulesets.Catch.Tests.iOS Update iOS startup code 2023-03-26 16:27:44 +09:00
osu.Game.Rulesets.Mania Move blueprint validity conditions to allow more correct external usage of EndPlacement 2023-05-12 16:02:22 +09:00
osu.Game.Rulesets.Mania.Tests Add extra tests of hold note input in more standard scenarios 2023-05-08 17:49:41 +09:00
osu.Game.Rulesets.Mania.Tests.Android Use manifest overlay and merger for intent query specs 2023-03-05 13:17:46 +01:00
osu.Game.Rulesets.Mania.Tests.iOS Update iOS startup code 2023-03-26 16:27:44 +09:00
osu.Game.Rulesets.Osu Merge pull request #23582 from peppy/placement-blueprint-timeline-combo-fixes 2023-05-20 15:02:55 +02:00
osu.Game.Rulesets.Osu.Tests Make HitSampleInfo.Bank non-nullable 2023-05-16 18:12:56 +09:00
osu.Game.Rulesets.Osu.Tests.Android Use manifest overlay and merger for intent query specs 2023-03-05 13:17:46 +01:00
osu.Game.Rulesets.Osu.Tests.iOS Update iOS startup code 2023-03-26 16:27:44 +09:00
osu.Game.Rulesets.Taiko Propagate samples to drum roll/swell ticks for correct playback 2023-05-21 18:57:01 +02:00
osu.Game.Rulesets.Taiko.Tests Add failing test cases for drum roll/swell sample playback 2023-05-21 18:57:01 +02:00
osu.Game.Rulesets.Taiko.Tests.Android Use manifest overlay and merger for intent query specs 2023-03-05 13:17:46 +01:00
osu.Game.Rulesets.Taiko.Tests.iOS Update iOS startup code 2023-03-26 16:27:44 +09:00
osu.Game.Tests Add test coverage of failing sample bank transfer 2023-05-16 18:52:52 +09:00
osu.Game.Tests.Android Use manifest overlay and merger for intent query specs 2023-03-05 13:17:46 +01:00
osu.Game.Tests.iOS Update iOS startup code 2023-03-26 16:27:44 +09:00
osu.Game.Tournament Fix tournament interface save button not usable after changing match progression/round 2023-03-23 14:01:19 +09:00
osu.Game.Tournament.Tests Re-centralise BannedApiAnalysers nuget package 2023-02-11 19:36:40 +09:00
osu.iOS Update iOS startup code 2023-03-26 16:27:44 +09:00
Templates Make HitSampleInfo.Bank non-nullable 2023-05-16 18:12:56 +09:00
.editorconfig Prefer block scoped namespaces 2023-05-05 16:06:02 +09:00
.git-blame-ignore-revs Add one more partial modifier commit ignore 2022-11-26 18:00:37 +01:00
.gitattributes Force crlf for osu.licenseheader 2019-01-25 16:22:20 +09:00
.gitignore Delete and ignore rider's misc.xml 2022-05-19 13:55:19 +09:00
.globalconfig Upgrade LocalisationAnalyser and disable warning 2022-08-18 15:08:24 +09:00
app.manifest Merge remote-tracking branch 'upstream/master' into tgi74-rightclickscrolling 2018-04-18 19:46:59 +09:00
appveyor_deploy.yml Update appveyor deploy image 2022-12-25 23:40:01 +08:00
appveyor.yml Use maui-android 2022-12-19 16:47:10 +09:00
CONTRIBUTING.md Rewrite contributing guidelines 2023-01-11 23:34:05 +01:00
Directory.Build.props Revert "Merge pull request #23570 from huoyaoyuan/inspect-code-cs11" 2023-05-17 14:49:47 +09:00
FodyWeavers.xml Disable realm analytics submission 2021-06-28 17:37:58 +09:00
global.json Pin builds to .NET 6 2023-05-19 17:49:27 +09:00
InspectCode.ps1 Add caches-home 2022-04-14 12:37:42 +09:00
InspectCode.sh Add caches-home 2022-04-14 12:37:42 +09:00
LICENCE Update various licence years to 2022 2022-04-07 22:05:04 +09:00
osu.Android.props Update framework 2023-05-13 20:54:22 +09:00
osu.Android.slnf Use slnf for filtering platform. 2019-10-30 21:35:58 +08:00
osu.Desktop.slnf Fix invalid array definition in slnf 2021-04-07 15:54:16 +09:00
osu.iOS.props Update framework 2023-05-13 20:54:22 +09:00
osu.iOS.slnf Add missing project to iOS filter. 2019-11-08 21:17:59 +08:00
osu.licenseheader Force crlf for osu.licenseheader 2019-01-25 16:22:20 +09:00
osu.sln Remove rollForward rule for now 2022-12-19 21:54:33 +09:00
osu.sln.DotSettings Revert "Merge pull request #23570 from huoyaoyuan/inspect-code-cs11" 2023-05-17 14:49:47 +09:00
osu.TestProject.props Normalize .props 2019-10-30 21:54:14 +08:00
README.md Update README bounty/compensation section in line with changes applied to osu-web 2023-03-31 13:07:14 +09:00
UseLocalFramework.ps1 Add mobile local framework reference support 2023-02-21 18:59:33 +03:00
UseLocalFramework.sh Add mobile local framework reference support 2023-02-21 18:59:33 +03:00
UseLocalResources.ps1 Add helper scripts for using local resources 2022-11-12 17:22:18 +09:00
UseLocalResources.sh Add helper scripts for using local resources 2022-11-12 17:22:18 +09:00

osu! logo

osu!

Build status GitHub release CodeFactor dev chat Crowdin

A free-to-win rhythm game. Rhythm is just a click away!

The future of osu! and the beginning of an open era! Currently known by and released under the release codename "lazer". As in sharper than cutting-edge.

Status

This project is under heavy development, but is in a stable state. Users are encouraged to try it out and keep it installed alongside the stable osu! client. It will continue to evolve to the point of eventually replacing the existing stable client as an update.

IMPORTANT: Gameplay mechanics (and other features which you may have come to know and love) are in a constant state of flux. Game balance and final quality-of-life passes come at the end of development, preceded by experimentation and changes which may potentially reduce playability or usability. This is done in order to allow us to move forward as developers and designers more efficiently. If this offends you, please consider sticking to the stable releases of osu! (found on the website). We are not yet open to heated discussion over game mechanics and will not be using github as a forum for such discussions just yet.

We are accepting bug reports (please report with as much detail as possible and follow the existing issue templates). Feature requests are also welcome, but understand that our focus is on completing the game to feature parity before adding new features. A few resources are available as starting points to getting involved and understanding the project:

  • Detailed release changelogs are available on the official osu! site.
  • You can learn more about our approach to project management.
  • Read peppy's blog post exploring where the project is currently and the roadmap going forward.

Running osu!

If you are looking to install or test osu! without setting up a development environment, you can consume our binary releases. Handy links below will download the latest version for your operating system of choice:

Latest build:

Windows 8.1+ (x64) macOS 10.15+ (Intel, Apple Silicon) Linux (x64) iOS 13.4+ Android 5+
  • The iOS testflight link may fill up (Apple has a hard limit of 10,000 users). We reset it occasionally when this happens. Please do not ask about this. Check back regularly for link resets or follow peppy on twitter for announcements of link resets.

If your platform is not listed above, there is still a chance you can manually build it by following the instructions below.

Developing a custom ruleset

osu! is designed to have extensible modular gameplay modes, called "rulesets". Building one of these allows a developer to harness the power of osu! for their own game style. To get started working on a ruleset, we have some templates available here.

You can see some examples of custom rulesets by visiting the custom ruleset directory.

Developing osu!

Please make sure you have the following prerequisites:

  • A desktop platform with the .NET 6.0 SDK installed.
  • When developing with mobile, Xamarin is required, which is shipped together with Visual Studio or Visual Studio for Mac.
  • When working with the codebase, we recommend using an IDE with intelligent code completion and syntax highlighting, such as the latest version of Visual Studio, JetBrains Rider or Visual Studio Code.
  • When running on Linux, please have a system-wide FFmpeg installation available to support video decoding.

Downloading the source code

Clone the repository:

git clone https://github.com/ppy/osu
cd osu

To update the source code to the latest commit, run the following command inside the osu directory:

git pull

Building

Build configurations for the recommended IDEs (listed above) are included. You should use the provided Build/Run functionality of your IDE to get things going. When testing or building new components, it's highly encouraged you use the VisualTests project/configuration. More information on this is provided below.

  • Visual Studio / Rider users should load the project via one of the platform-specific .slnf files, rather than the main .sln. This will allow access to template run configurations.

You can also build and run osu! from the command-line with a single command:

dotnet run --project osu.Desktop

If you are not interested in debugging osu!, you can add -c Release to gain performance. In this case, you must replace Debug with Release in any commands mentioned in this document.

If the build fails, try to restore NuGet packages with dotnet restore.

Due to a historical feature gap between .NET Core and Xamarin, running dotnet CLI from the root directory will not work for most commands. This can be resolved by specifying a target .csproj or the helper project at build/Desktop.proj. Configurations have been provided to work around this issue for all supported IDEs mentioned above.

Testing with resource/framework modifications

Sometimes it may be necessary to cross-test changes in osu-resources or osu-framework. This can be achieved by running some commands as documented on the osu-resources and osu-framework wiki pages.

Code analysis

Before committing your code, please run a code formatter. This can be achieved by running dotnet format in the command line, or using the Format code command in your IDE.

We have adopted some cross-platform, compiler integrated analyzers. They can provide warnings when you are editing, building inside IDE or from command line, as-if they are provided by the compiler itself.

JetBrains ReSharper InspectCode is also used for wider rule sets. You can run it from PowerShell with .\InspectCode.ps1. Alternatively, you can install ReSharper or use Rider to get inline support in your IDE of choice.

Contributing

When it comes to contributing to the project, the two main things you can do to help out are reporting issues and submitting pull requests. Please refer to the contributing guidelines to understand how to help in the most effective way possible.

If you wish to help with localisation efforts, head over to crowdin.

We love to reward quality contributions. If you have made a large contribution, or are a regular contributor, you are welcome to submit an expense via opencollective. If you have any questions, feel free to reach out to peppy before doing so.

Licence

osu!'s code and framework are licensed under the MIT licence. Please see the licence file for more information. tl;dr you can do whatever you want as long as you include the original copyright and license notice in any copy of the software/source.

Please note that this does not cover the usage of the "osu!" or "ppy" branding in any software, resources, advertising or promotion, as this is protected by trademark law.

Please also note that game resources are covered by a separate licence. Please see the ppy/osu-resources repository for clarifications.