mirror of
https://github.com/ppy/osu.git
synced 2024-11-16 09:17:48 +08:00
5f27f1c099
Bit of an unfortunate one. Because we are applying the pitch adjustment to the lowest level (`Track`), it's hard to filter out in parent clock calculations. Tried a few solutions but this feels the best. Note that we can't just undo the `pauseFreqAdjust` adjustment as it will div-by-zero. Closes https://github.com/ppy/osu/issues/14773.
254 lines
9.9 KiB
C#
254 lines
9.9 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;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Audio;
|
|
using osu.Framework.Audio.Track;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Timing;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Configuration;
|
|
|
|
namespace osu.Game.Screens.Play
|
|
{
|
|
/// <summary>
|
|
/// A <see cref="GameplayClockContainer"/> which uses a <see cref="WorkingBeatmap"/> as a source.
|
|
/// <para>
|
|
/// This is the most complete <see cref="GameplayClockContainer"/> which takes into account all user and platform offsets,
|
|
/// and provides implementations for user actions such as skipping or adjusting playback rates that may occur during gameplay.
|
|
/// </para>
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is intended to be used as a single controller for gameplay, or as a reference source for other <see cref="GameplayClockContainer"/>s.
|
|
/// </remarks>
|
|
public class MasterGameplayClockContainer : GameplayClockContainer
|
|
{
|
|
/// <summary>
|
|
/// Duration before gameplay start time required before skip button displays.
|
|
/// </summary>
|
|
public const double MINIMUM_SKIP_TIME = 1000;
|
|
|
|
protected Track Track => (Track)SourceClock;
|
|
|
|
public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
|
|
{
|
|
Default = 1,
|
|
MinValue = 0.5,
|
|
MaxValue = 2,
|
|
Precision = 0.1,
|
|
};
|
|
|
|
private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
|
|
|
|
private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
|
|
|
|
private readonly WorkingBeatmap beatmap;
|
|
private readonly double gameplayStartTime;
|
|
private readonly bool startAtGameplayStart;
|
|
private readonly double firstHitObjectTime;
|
|
|
|
private FramedOffsetClock userOffsetClock;
|
|
private FramedOffsetClock platformOffsetClock;
|
|
private MasterGameplayClock masterGameplayClock;
|
|
private Bindable<double> userAudioOffset;
|
|
private double startOffset;
|
|
|
|
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime, bool startAtGameplayStart = false)
|
|
: base(beatmap.Track)
|
|
{
|
|
this.beatmap = beatmap;
|
|
this.gameplayStartTime = gameplayStartTime;
|
|
this.startAtGameplayStart = startAtGameplayStart;
|
|
|
|
firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(OsuConfigManager config)
|
|
{
|
|
userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
|
|
userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
|
|
|
|
// sane default provided by ruleset.
|
|
startOffset = gameplayStartTime;
|
|
|
|
if (!startAtGameplayStart)
|
|
{
|
|
startOffset = Math.Min(0, startOffset);
|
|
|
|
// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
|
|
// this is commonly used to display an intro before the audio track start.
|
|
double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
|
|
if (firstStoryboardEvent != null)
|
|
startOffset = Math.Min(startOffset, firstStoryboardEvent.Value);
|
|
|
|
// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
|
|
// this is not available as an option in the live editor but can still be applied via .osu editing.
|
|
if (beatmap.BeatmapInfo.AudioLeadIn > 0)
|
|
startOffset = Math.Min(startOffset, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
|
|
}
|
|
|
|
Seek(startOffset);
|
|
}
|
|
|
|
protected override void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
|
|
{
|
|
// The source is stopped by a frequency fade first.
|
|
if (isPaused.NewValue)
|
|
{
|
|
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ =>
|
|
{
|
|
if (IsPaused.Value == isPaused.NewValue)
|
|
AdjustableSource.Stop();
|
|
});
|
|
}
|
|
else
|
|
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
|
|
}
|
|
|
|
public override void Start()
|
|
{
|
|
addSourceClockAdjustments();
|
|
base.Start();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Seek to a specific time in gameplay.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
|
|
/// </remarks>
|
|
/// <param name="time">The destination time to seek to.</param>
|
|
public override void Seek(double time)
|
|
{
|
|
// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
|
|
// we may want to consider reversing the application of offsets in the future as it may feel more correct.
|
|
base.Seek(time - totalOffset);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Skip forward to the next valid skip point.
|
|
/// </summary>
|
|
public void Skip()
|
|
{
|
|
if (GameplayClock.CurrentTime > gameplayStartTime - MINIMUM_SKIP_TIME)
|
|
return;
|
|
|
|
double skipTarget = gameplayStartTime - MINIMUM_SKIP_TIME;
|
|
|
|
if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
|
|
// double skip exception for storyboards with very long intros
|
|
skipTarget = 0;
|
|
|
|
Seek(skipTarget);
|
|
}
|
|
|
|
public override void Reset()
|
|
{
|
|
base.Reset();
|
|
Seek(startOffset);
|
|
}
|
|
|
|
protected override GameplayClock CreateGameplayClock(IFrameBasedClock source)
|
|
{
|
|
// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
|
|
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
|
|
platformOffsetClock = new HardwareCorrectionOffsetClock(source, pauseFreqAdjust) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
|
|
|
|
// the final usable gameplay clock with user-set offsets applied.
|
|
userOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock, pauseFreqAdjust);
|
|
|
|
return masterGameplayClock = new MasterGameplayClock(userOffsetClock);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Changes the backing clock to avoid using the originally provided track.
|
|
/// </summary>
|
|
public void StopUsingBeatmapClock()
|
|
{
|
|
removeSourceClockAdjustments();
|
|
ChangeSource(new TrackVirtual(beatmap.Track.Length));
|
|
addSourceClockAdjustments();
|
|
}
|
|
|
|
private bool speedAdjustmentsApplied;
|
|
|
|
private void addSourceClockAdjustments()
|
|
{
|
|
if (speedAdjustmentsApplied)
|
|
return;
|
|
|
|
Track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
|
Track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
|
|
|
masterGameplayClock.MutableNonGameplayAdjustments.Add(pauseFreqAdjust);
|
|
masterGameplayClock.MutableNonGameplayAdjustments.Add(UserPlaybackRate);
|
|
|
|
speedAdjustmentsApplied = true;
|
|
}
|
|
|
|
private void removeSourceClockAdjustments()
|
|
{
|
|
if (!speedAdjustmentsApplied)
|
|
return;
|
|
|
|
Track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
|
Track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
|
|
|
masterGameplayClock.MutableNonGameplayAdjustments.Remove(pauseFreqAdjust);
|
|
masterGameplayClock.MutableNonGameplayAdjustments.Remove(UserPlaybackRate);
|
|
|
|
speedAdjustmentsApplied = false;
|
|
}
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
removeSourceClockAdjustments();
|
|
}
|
|
|
|
private class HardwareCorrectionOffsetClock : FramedOffsetClock
|
|
{
|
|
// we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
|
|
// base implementation already adds offset at 1.0 rate, so we only add the difference from that here.
|
|
public override double CurrentTime => base.CurrentTime + offsetAdjust;
|
|
|
|
private readonly BindableDouble pauseRateAdjust;
|
|
|
|
private double offsetAdjust;
|
|
|
|
public HardwareCorrectionOffsetClock(IClock source, BindableDouble pauseRateAdjust)
|
|
: base(source)
|
|
{
|
|
this.pauseRateAdjust = pauseRateAdjust;
|
|
}
|
|
|
|
public override void ProcessFrame()
|
|
{
|
|
base.ProcessFrame();
|
|
|
|
// changing this during the pause transform effect will cause a potentially large offset to be suddenly applied as we approach zero rate.
|
|
if (pauseRateAdjust.Value == 1)
|
|
offsetAdjust = Offset * (Rate - 1);
|
|
}
|
|
}
|
|
|
|
private class MasterGameplayClock : GameplayClock
|
|
{
|
|
public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
|
|
|
|
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
|
|
|
|
public MasterGameplayClock(FramedOffsetClock underlyingClock)
|
|
: base(underlyingClock)
|
|
{
|
|
}
|
|
}
|
|
}
|
|
}
|