osu/osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs

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// 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.Linq;
using osu.Framework.Graphics.Containers;
using osu.Game.Audio;
using osu.Game.Rulesets.Objects;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.UI
{
/// <summary>
/// A component which can trigger the most appropriate hit sound for a given point in time, based on the state of a <see cref="HitObjectContainer"/>
/// </summary>
public class GameplaySampleTriggerSource : CompositeDrawable
{
/// <summary>
/// The number of concurrent samples allowed to be played concurrently so that it feels better when spam-pressing a key.
/// </summary>
private const int max_concurrent_hitsounds = OsuGameBase.SAMPLE_CONCURRENCY;
private readonly HitObjectContainer hitObjectContainer;
private int nextHitSoundIndex;
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private readonly Container<SkinnableSound> hitSounds;
public GameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
{
this.hitObjectContainer = hitObjectContainer;
InternalChild = hitSounds = new Container<SkinnableSound>
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{
Name = "concurrent sample pool",
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ChildrenEnumerable = Enumerable.Range(0, max_concurrent_hitsounds).Select(_ => new PausableSkinnableSound())
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};
}
private HitObjectLifetimeEntry fallbackObject;
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/// <summary>
/// Play the most appropriate hit sound for the current point in time.
/// </summary>
public virtual void Play()
{
var nextObject = GetMostValidObject();
if (nextObject == null)
return;
var samples = nextObject.Samples
.Select(s => nextObject.SampleControlPoint.ApplyTo(s))
.Cast<ISampleInfo>()
.ToArray();
PlaySamples(samples);
}
protected void PlaySamples(ISampleInfo[] samples)
{
var hitSound = getNextSample();
hitSound.Samples = samples;
hitSound.Play();
}
protected HitObject GetMostValidObject()
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{
// The most optimal lookup case we have is when an object is alive. There are usually very few alive objects so there's no drawbacks in attempting this lookup each time.
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var hitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.HasResult != true)?.HitObject;
// In the case a next object isn't available in drawable form, we need to do a somewhat expensive traversal to get a valid sound to play.
if (hitObject == null)
{
// This lookup can be skipped if the last entry is still valid (in the future and not yet hit).
if (fallbackObject == null || fallbackObject.Result?.HasResult == true)
{
// We need to use lifetime entries to find the next object (we can't just use `hitObjectContainer.Objects` due to pooling - it may even be empty).
// If required, we can make this lookup more efficient by adding support to get next-future-entry in LifetimeEntryManager.
fallbackObject = hitObjectContainer.Entries
.Where(e => e.Result?.HasResult != true)
.OrderBy(e => e.HitObject.StartTime)
.FirstOrDefault();
// In the case there are no unjudged objects, the last hit object should be used instead.
fallbackObject ??= hitObjectContainer.Entries.LastOrDefault();
}
hitObject = fallbackObject?.HitObject;
}
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return hitObject;
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}
private SkinnableSound getNextSample()
{
SkinnableSound hitSound = hitSounds[nextHitSoundIndex];
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// round robin over available samples to allow for concurrent playback.
nextHitSoundIndex = (nextHitSoundIndex + 1) % max_concurrent_hitsounds;
return hitSound;
}
}
}