mirror of
https://github.com/ppy/osu.git
synced 2024-12-16 02:22:59 +08:00
105 lines
4.2 KiB
C#
105 lines
4.2 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.Linq;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Game.Audio;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Skinning;
|
|
|
|
namespace osu.Game.Rulesets.UI
|
|
{
|
|
/// <summary>
|
|
/// A component which can trigger the most appropriate hit sound for a given point in time, based on the state of a <see cref="HitObjectContainer"/>
|
|
/// </summary>
|
|
public class GameplaySampleTriggerSource : CompositeDrawable
|
|
{
|
|
/// <summary>
|
|
/// The number of concurrent samples allowed to be played concurrently so that it feels better when spam-pressing a key.
|
|
/// </summary>
|
|
private const int max_concurrent_hitsounds = OsuGameBase.SAMPLE_CONCURRENCY;
|
|
|
|
private readonly HitObjectContainer hitObjectContainer;
|
|
|
|
private int nextHitSoundIndex;
|
|
|
|
private readonly Container<SkinnableSound> hitSounds;
|
|
|
|
public GameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
|
|
{
|
|
this.hitObjectContainer = hitObjectContainer;
|
|
|
|
InternalChild = hitSounds = new Container<SkinnableSound>
|
|
{
|
|
Name = "concurrent sample pool",
|
|
ChildrenEnumerable = Enumerable.Range(0, max_concurrent_hitsounds).Select(_ => new PausableSkinnableSound())
|
|
};
|
|
}
|
|
|
|
private HitObjectLifetimeEntry fallbackObject;
|
|
|
|
/// <summary>
|
|
/// Play the most appropriate hit sound for the current point in time.
|
|
/// </summary>
|
|
public virtual void Play()
|
|
{
|
|
var nextObject = GetMostValidObject();
|
|
|
|
if (nextObject == null)
|
|
return;
|
|
|
|
var samples = nextObject.Samples
|
|
.Select(s => nextObject.SampleControlPoint.ApplyTo(s))
|
|
.Cast<ISampleInfo>()
|
|
.ToArray();
|
|
|
|
PlaySamples(samples);
|
|
}
|
|
|
|
protected void PlaySamples(ISampleInfo[] samples)
|
|
{
|
|
var hitSound = getNextSample();
|
|
hitSound.Samples = samples;
|
|
hitSound.Play();
|
|
}
|
|
|
|
protected HitObject GetMostValidObject()
|
|
{
|
|
// The most optimal lookup case we have is when an object is alive. There are usually very few alive objects so there's no drawbacks in attempting this lookup each time.
|
|
var hitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.HasResult != true)?.HitObject;
|
|
|
|
// In the case a next object isn't available in drawable form, we need to do a somewhat expensive traversal to get a valid sound to play.
|
|
if (hitObject == null)
|
|
{
|
|
// This lookup can be skipped if the last entry is still valid (in the future and not yet hit).
|
|
if (fallbackObject == null || fallbackObject.Result?.HasResult == true)
|
|
{
|
|
// We need to use lifetime entries to find the next object (we can't just use `hitObjectContainer.Objects` due to pooling - it may even be empty).
|
|
// If required, we can make this lookup more efficient by adding support to get next-future-entry in LifetimeEntryManager.
|
|
fallbackObject = hitObjectContainer.Entries
|
|
.Where(e => e.Result?.HasResult != true)
|
|
.OrderBy(e => e.HitObject.StartTime)
|
|
.FirstOrDefault();
|
|
|
|
// In the case there are no unjudged objects, the last hit object should be used instead.
|
|
fallbackObject ??= hitObjectContainer.Entries.LastOrDefault();
|
|
}
|
|
|
|
hitObject = fallbackObject?.HitObject;
|
|
}
|
|
|
|
return hitObject;
|
|
}
|
|
|
|
private SkinnableSound getNextSample()
|
|
{
|
|
SkinnableSound hitSound = hitSounds[nextHitSoundIndex];
|
|
|
|
// round robin over available samples to allow for concurrent playback.
|
|
nextHitSoundIndex = (nextHitSoundIndex + 1) % max_concurrent_hitsounds;
|
|
|
|
return hitSound;
|
|
}
|
|
}
|
|
}
|