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186 lines
5.7 KiB
C#
186 lines
5.7 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.Linq;
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using JetBrains.Annotations;
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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.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
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namespace osu.Game.Skinning
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{
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/// <summary>
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/// A sound consisting of one or more samples to be played.
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/// </summary>
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public class SkinnableSound : SkinReloadableDrawable, IAdjustableAudioComponent
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{
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public override bool RemoveWhenNotAlive => false;
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public override bool RemoveCompletedTransforms => false;
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/// <summary>
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/// Whether to play the underlying sample when aggregate volume is zero.
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/// Note that this is checked at the point of calling <see cref="Play"/>; changing the volume post-play will not begin playback.
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/// Defaults to false unless <see cref="Looping"/>.
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/// </summary>
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/// <remarks>
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/// Can serve as an optimisation if it is known ahead-of-time that this behaviour is allowed in a given use case.
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/// </remarks>
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protected bool PlayWhenZeroVolume => Looping;
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protected readonly AudioContainer<PoolableSkinnableSample> SamplesContainer;
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[Resolved]
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private ISampleStore sampleStore { get; set; }
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[Resolved(CanBeNull = true)]
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private IPooledSampleProvider pooledProvider { get; set; }
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/// <summary>
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/// Creates a new <see cref="SkinnableSound"/>.
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/// </summary>
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public SkinnableSound()
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{
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InternalChild = SamplesContainer = new AudioContainer<PoolableSkinnableSample>();
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}
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/// <summary>
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/// Creates a new <see cref="SkinnableSound"/> with some initial samples.
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/// </summary>
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/// <param name="samples">The initial samples.</param>
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public SkinnableSound([NotNull] IEnumerable<ISampleInfo> samples)
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: this()
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{
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this.samples = samples.ToArray();
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}
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/// <summary>
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/// Creates a new <see cref="SkinnableSound"/> with an initial sample.
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/// </summary>
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/// <param name="sample">The initial sample.</param>
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public SkinnableSound([NotNull] ISampleInfo sample)
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: this(new[] { sample })
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{
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}
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private ISampleInfo[] samples = Array.Empty<ISampleInfo>();
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/// <summary>
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/// The samples that should be played.
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/// </summary>
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public ISampleInfo[] Samples
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{
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get => samples;
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set
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{
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value ??= Array.Empty<ISampleInfo>();
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if (samples == value)
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return;
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samples = value;
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if (LoadState >= LoadState.Ready)
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updateSamples();
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}
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}
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private bool looping;
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/// <summary>
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/// Whether the samples should loop on completion.
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/// </summary>
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public bool Looping
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{
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get => looping;
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set
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{
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if (value == looping) return;
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looping = value;
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SamplesContainer.ForEach(c => c.Looping = looping);
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}
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}
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/// <summary>
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/// Plays the samples.
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/// </summary>
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public virtual void Play()
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{
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SamplesContainer.ForEach(c =>
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{
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if (PlayWhenZeroVolume || c.AggregateVolume.Value > 0)
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c.Play();
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});
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}
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/// <summary>
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/// Stops the samples.
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/// </summary>
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public virtual void Stop()
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{
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SamplesContainer.ForEach(c => c.Stop());
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}
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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base.SkinChanged(skin, allowFallback);
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updateSamples();
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}
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private void updateSamples()
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{
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bool wasPlaying = IsPlaying;
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// Remove all pooled samples (return them to the pool), and dispose the rest.
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SamplesContainer.RemoveAll(s => s.IsInPool);
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SamplesContainer.Clear();
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foreach (var s in samples)
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{
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var sample = pooledProvider?.GetPooledSample(s) ?? new PoolableSkinnableSample(s);
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sample.Looping = Looping;
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sample.Volume.Value = s.Volume / 100.0;
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SamplesContainer.Add(sample);
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}
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if (wasPlaying)
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Play();
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}
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#region Re-expose AudioContainer
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public BindableNumber<double> Volume => SamplesContainer.Volume;
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public BindableNumber<double> Balance => SamplesContainer.Balance;
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public BindableNumber<double> Frequency => SamplesContainer.Frequency;
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public BindableNumber<double> Tempo => SamplesContainer.Tempo;
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public void AddAdjustment(AdjustableProperty type, BindableNumber<double> adjustBindable)
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=> SamplesContainer.AddAdjustment(type, adjustBindable);
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public void RemoveAdjustment(AdjustableProperty type, BindableNumber<double> adjustBindable)
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=> SamplesContainer.RemoveAdjustment(type, adjustBindable);
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public void RemoveAllAdjustments(AdjustableProperty type)
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=> SamplesContainer.RemoveAllAdjustments(type);
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/// <summary>
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/// Whether any samples currently playing.
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/// </summary>
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public bool IsPlaying => SamplesContainer.Any(s => s.Playing);
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#endregion
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}
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}
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