osu/osu.Game/Skinning/SkinnableSound.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.
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using System.Collections.Generic;
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using System.Linq;
using osu.Framework.Allocation;
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using osu.Framework.Audio;
using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics.Audio;
using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
using osu.Game.Screens.Play;
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namespace osu.Game.Skinning
{
public class SkinnableSound : SkinReloadableDrawable, IAdjustableAudioComponent
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{
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private readonly ISampleInfo[] hitSamples;
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[Resolved]
private ISampleStore samples { get; set; }
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private bool requestedPlaying;
public override bool RemoveWhenNotAlive => false;
public override bool RemoveCompletedTransforms => false;
/// <summary>
/// Whether to play the underlying sample when aggregate volume is zero.
/// Note that this is checked at the point of calling <see cref="Play"/>; changing the volume post-play will not begin playback.
/// Defaults to false unless <see cref="Looping"/>.
/// </summary>
/// <remarks>
/// Can serve as an optimisation if it is known ahead-of-time that this behaviour is allowed in a given use case.
/// </remarks>
protected bool PlayWhenZeroVolume => Looping;
private readonly AudioContainer<DrawableSample> samplesContainer;
public SkinnableSound(ISampleInfo hitSamples)
: this(new[] { hitSamples })
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{
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}
public SkinnableSound(IEnumerable<ISampleInfo> hitSamples)
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{
this.hitSamples = hitSamples.ToArray();
InternalChild = samplesContainer = new AudioContainer<DrawableSample>();
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}
private Bindable<bool> gameplayClockPaused;
[BackgroundDependencyLoader(true)]
private void load(GameplayClock gameplayClock)
{
// if in a gameplay context, pause sample playback when gameplay is paused.
gameplayClockPaused = gameplayClock?.IsPaused.GetBoundCopy();
gameplayClockPaused?.BindValueChanged(paused =>
{
if (requestedPlaying)
{
if (paused.NewValue)
stop();
// it's not easy to know if a sample has finished playing (to end).
// to keep things simple only resume playing looping samples.
else if (Looping)
play();
}
});
}
private bool looping;
public bool Looping
{
get => looping;
set
{
if (value == looping) return;
looping = value;
samplesContainer.ForEach(c => c.Looping = looping);
}
}
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public void Play()
{
requestedPlaying = true;
play();
}
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private void play()
{
samplesContainer.ForEach(c =>
{
if (PlayWhenZeroVolume || c.AggregateVolume.Value > 0)
c.Play();
});
}
public void Stop()
{
requestedPlaying = false;
stop();
}
private void stop()
{
samplesContainer.ForEach(c => c.Stop());
}
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
var channels = hitSamples.Select(s =>
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{
var ch = skin.GetSample(s);
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if (ch == null && allowFallback)
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{
foreach (var lookup in s.LookupNames)
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{
if ((ch = samples.Get($"Gameplay/{lookup}")) != null)
break;
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}
}
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if (ch != null)
{
ch.Looping = looping;
ch.Volume.Value = s.Volume / 100.0;
}
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return ch;
}).Where(c => c != null);
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samplesContainer.ChildrenEnumerable = channels.Select(c => new DrawableSample(c));
if (requestedPlaying)
Play();
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}
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#region Re-expose AudioContainer
public BindableNumber<double> Volume => samplesContainer.Volume;
public BindableNumber<double> Balance => samplesContainer.Balance;
public BindableNumber<double> Frequency => samplesContainer.Frequency;
public BindableNumber<double> Tempo => samplesContainer.Tempo;
public void AddAdjustment(AdjustableProperty type, BindableNumber<double> adjustBindable)
=> samplesContainer.AddAdjustment(type, adjustBindable);
public void RemoveAdjustment(AdjustableProperty type, BindableNumber<double> adjustBindable)
=> samplesContainer.RemoveAdjustment(type, adjustBindable);
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public void RemoveAllAdjustments(AdjustableProperty type)
=> samplesContainer.RemoveAllAdjustments(type);
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public bool IsPlaying => samplesContainer.Any(s => s.Playing);
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#endregion
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}
}