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osu-lazer/osu.Game/Audio/HitSampleInfo.cs

106 lines
3.8 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.Collections.Generic;
using Newtonsoft.Json;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Utils;
namespace osu.Game.Audio
{
/// <summary>
/// Describes a gameplay hit sample.
/// </summary>
[Serializable]
public class HitSampleInfo : ISampleInfo, IEquatable<HitSampleInfo>
{
public const string HIT_NORMAL = @"hitnormal";
public const string HIT_WHISTLE = @"hitwhistle";
public const string HIT_FINISH = @"hitfinish";
public const string HIT_CLAP = @"hitclap";
public const string BANK_NORMAL = @"normal";
public const string BANK_SOFT = @"soft";
public const string BANK_DRUM = @"drum";
// new sample used exclusively by taiko for now.
public const string HIT_FLOURISH = "hitflourish";
// new bank used exclusively by taiko for now.
public const string BANK_STRONG = @"strong";
/// <summary>
/// All valid sample addition constants.
/// </summary>
public static IEnumerable<string> AllAdditions => new[] { HIT_WHISTLE, HIT_FINISH, HIT_CLAP };
/// <summary>
/// All valid bank constants.
/// </summary>
public static IEnumerable<string> AllBanks => new[] { BANK_NORMAL, BANK_SOFT, BANK_DRUM };
/// <summary>
/// The name of the sample to load.
/// </summary>
public readonly string Name;
/// <summary>
/// The bank to load the sample from.
/// </summary>
public readonly string Bank;
/// <summary>
/// An optional suffix to provide priority lookup. Falls back to non-suffixed <see cref="Name"/>.
/// </summary>
public readonly string? Suffix;
/// <summary>
/// The sample volume.
/// </summary>
public int Volume { get; }
public HitSampleInfo(string name, string bank = SampleControlPoint.DEFAULT_BANK, string? suffix = null, int volume = 100)
{
Name = name;
Bank = bank;
Suffix = suffix;
Volume = volume;
}
/// <summary>
/// Retrieve all possible filenames that can be used as a source, returned in order of preference (highest first).
/// </summary>
[JsonIgnore]
public virtual IEnumerable<string> LookupNames
{
get
{
if (!string.IsNullOrEmpty(Suffix))
yield return $"Gameplay/{Bank}-{Name}{Suffix}";
yield return $"Gameplay/{Bank}-{Name}";
}
}
/// <summary>
/// Creates a new <see cref="HitSampleInfo"/> with overridden values.
/// </summary>
/// <param name="newName">An optional new sample name.</param>
/// <param name="newBank">An optional new sample bank.</param>
/// <param name="newSuffix">An optional new lookup suffix.</param>
/// <param name="newVolume">An optional new volume.</param>
/// <returns>The new <see cref="HitSampleInfo"/>.</returns>
public virtual HitSampleInfo With(Optional<string> newName = default, Optional<string> newBank = default, Optional<string?> newSuffix = default, Optional<int> newVolume = default)
=> new HitSampleInfo(newName.GetOr(Name), newBank.GetOr(Bank), newSuffix.GetOr(Suffix), newVolume.GetOr(Volume));
public bool Equals(HitSampleInfo? other)
=> other != null && Name == other.Name && Bank == other.Bank && Suffix == other.Suffix;
public override bool Equals(object? obj)
=> obj is HitSampleInfo other && Equals(other);
public override int GetHashCode() => HashCode.Combine(Name, Bank, Suffix);
}
}