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osu-lazer/osu.Game/Skinning/PoolableSkinnableSample.cs
2021-06-08 17:37:36 +09:00

215 lines
7.1 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;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Audio;
using osu.Framework.Graphics.Containers;
using osu.Game.Audio;
namespace osu.Game.Skinning
{
/// <summary>
/// A sample corresponding to an <see cref="ISampleInfo"/> that supports being pooled and responding to skin changes.
/// </summary>
public class PoolableSkinnableSample : SkinReloadableDrawable, IAdjustableAudioComponent
{
/// <summary>
/// The currently-loaded <see cref="DrawableSample"/>.
/// </summary>
[CanBeNull]
public DrawableSample Sample { get; private set; }
private readonly AudioContainer<DrawableSample> sampleContainer;
private ISampleInfo sampleInfo;
private SampleChannel activeChannel;
[Resolved]
private ISampleStore sampleStore { get; set; }
/// <summary>
/// Creates a new <see cref="PoolableSkinnableSample"/> with no applied <see cref="ISampleInfo"/>.
/// An <see cref="ISampleInfo"/> can be applied later via <see cref="Apply"/>.
/// </summary>
public PoolableSkinnableSample()
{
InternalChild = sampleContainer = new AudioContainer<DrawableSample> { RelativeSizeAxes = Axes.Both };
}
/// <summary>
/// Creates a new <see cref="PoolableSkinnableSample"/> with an applied <see cref="ISampleInfo"/>.
/// </summary>
/// <param name="sampleInfo">The <see cref="ISampleInfo"/> to attach.</param>
public PoolableSkinnableSample(ISampleInfo sampleInfo)
: this()
{
Apply(sampleInfo);
}
/// <summary>
/// Applies an <see cref="ISampleInfo"/> that describes the sample to retrieve.
/// Only one <see cref="ISampleInfo"/> can ever be applied to a <see cref="PoolableSkinnableSample"/>.
/// </summary>
/// <param name="sampleInfo">The <see cref="ISampleInfo"/> to apply.</param>
/// <exception cref="InvalidOperationException">If an <see cref="ISampleInfo"/> has already been applied to this <see cref="PoolableSkinnableSample"/>.</exception>
public void Apply(ISampleInfo sampleInfo)
{
if (this.sampleInfo != null)
throw new InvalidOperationException($"A {nameof(PoolableSkinnableSample)} cannot be applied multiple {nameof(ISampleInfo)}s.");
this.sampleInfo = sampleInfo;
Volume.Value = sampleInfo.Volume / 100.0;
if (LoadState >= LoadState.Ready)
updateSample();
}
protected override void LoadComplete()
{
base.LoadComplete();
CurrentSkin.SourceChanged += skinChangedImmediate;
}
private void skinChangedImmediate()
{
// Clean up the previous sample immediately on a source change.
// This avoids a potential call to Play() of an already disposed sample (samples are disposed along with the skin, but SkinChanged is scheduled).
clearPreviousSamples();
}
protected override void SkinChanged(ISkinSource skin)
{
base.SkinChanged(skin);
updateSample();
}
/// <summary>
/// Whether this sample was playing before a skin source change.
/// </summary>
private bool wasPlaying;
private void clearPreviousSamples()
{
// only run if the samples aren't already cleared.
// this ensures the "wasPlaying" state is stored correctly even if multiple clear calls are executed.
if (!sampleContainer.Any()) return;
wasPlaying = Playing;
sampleContainer.Clear();
Sample = null;
}
private void updateSample()
{
if (sampleInfo == null)
return;
var sample = CurrentSkin.GetSample(sampleInfo);
if (sample == null)
return;
sampleContainer.Add(Sample = new DrawableSample(sample));
// Start playback internally for the new sample if the previous one was playing beforehand.
if (wasPlaying && Looping)
Play();
}
/// <summary>
/// Plays the sample.
/// </summary>
public void Play()
{
if (Sample == null)
return;
activeChannel = Sample.GetChannel();
activeChannel.Looping = Looping;
activeChannel.Play();
Played = true;
}
/// <summary>
/// Stops the sample.
/// </summary>
public void Stop()
{
activeChannel?.Stop();
activeChannel = null;
}
/// <summary>
/// Whether the sample is currently playing.
/// </summary>
public bool Playing => activeChannel?.Playing ?? false;
public bool Played { get; private set; }
private bool looping;
/// <summary>
/// Whether the sample should loop on completion.
/// </summary>
public bool Looping
{
get => looping;
set
{
looping = value;
if (activeChannel != null)
activeChannel.Looping = value;
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (CurrentSkin != null)
CurrentSkin.SourceChanged -= skinChangedImmediate;
}
#region Re-expose AudioContainer
public BindableNumber<double> Volume => sampleContainer.Volume;
public BindableNumber<double> Balance => sampleContainer.Balance;
public BindableNumber<double> Frequency => sampleContainer.Frequency;
public BindableNumber<double> Tempo => sampleContainer.Tempo;
public void BindAdjustments(IAggregateAudioAdjustment component) => sampleContainer.BindAdjustments(component);
public void UnbindAdjustments(IAggregateAudioAdjustment component) => sampleContainer.UnbindAdjustments(component);
public void AddAdjustment(AdjustableProperty type, IBindable<double> adjustBindable) => sampleContainer.AddAdjustment(type, adjustBindable);
public void RemoveAdjustment(AdjustableProperty type, IBindable<double> adjustBindable) => sampleContainer.RemoveAdjustment(type, adjustBindable);
public void RemoveAllAdjustments(AdjustableProperty type) => sampleContainer.RemoveAllAdjustments(type);
public IBindable<double> AggregateVolume => sampleContainer.AggregateVolume;
public IBindable<double> AggregateBalance => sampleContainer.AggregateBalance;
public IBindable<double> AggregateFrequency => sampleContainer.AggregateFrequency;
public IBindable<double> AggregateTempo => sampleContainer.AggregateTempo;
#endregion
}
}