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519ef72adf
Under some situations, such as when there are no control points, ControlPointInfo will return to us a newly-constructed controlpoint with every call to SamplePointAt, which will fail on this key lookup. Between this and overriding GetHashCode, I think this is the more proper fix for this.
47 lines
1.6 KiB
C#
47 lines
1.6 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Rulesets.Taiko.Audio
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{
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public class DrumSampleMapping
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{
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private readonly ControlPointInfo controlPoints;
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private readonly Dictionary<double, DrumSample> mappings = new Dictionary<double, DrumSample>();
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public DrumSampleMapping(ControlPointInfo controlPoints, AudioManager audio)
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{
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this.controlPoints = controlPoints;
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IEnumerable<SampleControlPoint> samplePoints;
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if (controlPoints.SamplePoints.Count == 0)
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// Get the default sample point
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samplePoints = new[] { controlPoints.SamplePointAt(double.MinValue) };
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else
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samplePoints = controlPoints.SamplePoints;
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foreach (var s in samplePoints)
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{
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mappings[s.Time] = new DrumSample
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{
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Centre = s.GetSampleInfo().GetChannel(audio.Sample, "Taiko"),
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Rim = s.GetSampleInfo(SampleInfo.HIT_CLAP).GetChannel(audio.Sample, "Taiko")
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};
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}
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}
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public DrumSample SampleAt(double time) => mappings[controlPoints.SamplePointAt(time).Time];
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public class DrumSample
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{
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public SampleChannel Centre;
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public SampleChannel Rim;
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}
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}
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}
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