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osu-lazer/osu.Game/Skinning/SkinnableSound.cs
2019-09-02 19:01:43 +09:00

110 lines
3.2 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.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Audio;
namespace osu.Game.Skinning
{
public class SkinnableSound : SkinReloadableDrawable
{
private readonly ISampleInfo[] hitSamples;
private List<(AdjustableProperty property, BindableDouble bindable)> adjustments;
private SampleChannel[] channels;
private AudioManager audio;
public SkinnableSound(IEnumerable<ISampleInfo> hitSamples)
{
this.hitSamples = hitSamples.ToArray();
}
public SkinnableSound(ISampleInfo hitSamples)
{
this.hitSamples = new[] { hitSamples };
}
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
this.audio = audio;
}
private bool looping;
public bool Looping
{
get => looping;
set
{
if (value == looping) return;
looping = value;
channels?.ForEach(c => c.Looping = looping);
}
}
public void Play() => channels?.ForEach(c => c.Play());
public void Stop() => channels?.ForEach(c => c.Stop());
public void AddAdjustment(AdjustableProperty type, BindableDouble adjustBindable)
{
if (adjustments == null) adjustments = new List<(AdjustableProperty, BindableDouble)>();
adjustments.Add((type, adjustBindable));
channels?.ForEach(c => c.AddAdjustment(type, adjustBindable));
}
public void RemoveAdjustment(AdjustableProperty type, BindableDouble adjustBindable)
{
adjustments?.Remove((type, adjustBindable));
channels?.ForEach(c => c.RemoveAdjustment(type, adjustBindable));
}
public override bool IsPresent => Scheduler.HasPendingTasks;
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
channels = hitSamples.Select(s =>
{
var ch = skin.GetSample(s);
if (ch == null && allowFallback)
foreach (var lookup in s.LookupNames)
if ((ch = audio.Samples.Get($"Gameplay/{lookup}")) != null)
break;
if (ch != null)
{
ch.Looping = looping;
ch.Volume.Value = s.Volume / 100.0;
if (adjustments != null)
foreach (var adjustment in adjustments)
ch.AddAdjustment(adjustment.property, adjustment.bindable);
}
return ch;
}).Where(c => c != null).ToArray();
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
foreach (var c in channels)
c.Dispose();
}
}
}