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osu-lazer/osu.Game.Rulesets.Taiko/Audio/DrumSampleMapping.cs
smoogipoo 519ef72adf Lookup by control point time rather than control point
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.
2017-12-27 13:03:46 +09:00

47 lines
1.6 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Game.Audio;
using osu.Game.Beatmaps.ControlPoints;
namespace osu.Game.Rulesets.Taiko.Audio
{
public class DrumSampleMapping
{
private readonly ControlPointInfo controlPoints;
private readonly Dictionary<double, DrumSample> mappings = new Dictionary<double, DrumSample>();
public DrumSampleMapping(ControlPointInfo controlPoints, AudioManager audio)
{
this.controlPoints = controlPoints;
IEnumerable<SampleControlPoint> samplePoints;
if (controlPoints.SamplePoints.Count == 0)
// Get the default sample point
samplePoints = new[] { controlPoints.SamplePointAt(double.MinValue) };
else
samplePoints = controlPoints.SamplePoints;
foreach (var s in samplePoints)
{
mappings[s.Time] = new DrumSample
{
Centre = s.GetSampleInfo().GetChannel(audio.Sample, "Taiko"),
Rim = s.GetSampleInfo(SampleInfo.HIT_CLAP).GetChannel(audio.Sample, "Taiko")
};
}
}
public DrumSample SampleAt(double time) => mappings[controlPoints.SamplePointAt(time).Time];
public class DrumSample
{
public SampleChannel Centre;
public SampleChannel Rim;
}
}
}