mirror of
https://github.com/ppy/osu.git
synced 2024-11-14 17:57:38 +08:00
77 lines
2.2 KiB
C#
77 lines
2.2 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;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Audio;
|
|
using osu.Framework.Audio.Sample;
|
|
using osu.Framework.Extensions.IEnumerableExtensions;
|
|
using osu.Game.Audio;
|
|
|
|
namespace osu.Game.Skinning
|
|
{
|
|
public class SkinnableSound : SkinReloadableDrawable
|
|
{
|
|
private readonly ISampleInfo[] hitSamples;
|
|
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;
|
|
}
|
|
|
|
public void Play() => channels?.ForEach(c => c.Play());
|
|
|
|
public override bool IsPresent => false; // We don't need to receive updates.
|
|
|
|
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
|
|
{
|
|
channels = hitSamples.Select(s =>
|
|
{
|
|
var ch = loadChannel(s, skin.GetSample);
|
|
if (ch == null && allowFallback)
|
|
ch = loadChannel(s, audio.Samples.Get);
|
|
return ch;
|
|
}).Where(c => c != null).ToArray();
|
|
}
|
|
|
|
private SampleChannel loadChannel(ISampleInfo info, Func<string, SampleChannel> getSampleFunction)
|
|
{
|
|
foreach (var lookup in info.LookupNames)
|
|
{
|
|
var ch = getSampleFunction($"Gameplay/{lookup}");
|
|
if (ch == null)
|
|
continue;
|
|
|
|
ch.Volume.Value = info.Volume / 100.0;
|
|
return ch;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
|
|
foreach (var c in channels)
|
|
c.Dispose();
|
|
}
|
|
}
|
|
}
|