2019-01-24 08:43:03 +00:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2018-04-13 09:19:50 +00:00
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2019-12-15 08:56:02 +00:00
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using osu.Framework.Allocation;
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2019-12-09 10:41:31 +00:00
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using osu.Framework.Audio;
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2019-12-09 08:34:04 +00:00
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using osu.Framework.Audio.Track;
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2019-12-09 11:40:38 +00:00
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using osu.Framework.Bindables;
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2019-12-15 08:56:02 +00:00
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using osu.Framework.Graphics;
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2019-03-27 10:29:27 +00:00
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using osu.Framework.Graphics.Sprites;
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2019-12-15 08:56:02 +00:00
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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2019-12-16 10:16:54 +00:00
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using osu.Game.Beatmaps.Timing;
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2018-04-13 09:19:50 +00:00
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using osu.Game.Graphics;
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2019-12-15 08:56:02 +00:00
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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2018-04-13 09:19:50 +00:00
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namespace osu.Game.Rulesets.Mods
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{
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2020-11-15 14:29:50 +00:00
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public abstract class ModNightcore : ModDoubleTime
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{
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public override string Name => "Nightcore";
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public override string Acronym => "NC";
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public override IconUsage? Icon => OsuIcon.ModNightcore;
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public override string Description => "Uguuuuuuuu...";
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}
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public abstract class ModNightcore<TObject> : ModNightcore, IApplicableToDrawableRuleset<TObject>
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where TObject : HitObject
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{
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private readonly BindableNumber<double> tempoAdjust = new BindableDouble(1);
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private readonly BindableNumber<double> freqAdjust = new BindableDouble(1);
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protected ModNightcore()
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{
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SpeedChange.BindValueChanged(val =>
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{
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freqAdjust.Value = SpeedChange.Default;
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tempoAdjust.Value = val.NewValue / SpeedChange.Default;
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}, true);
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2018-04-13 09:19:50 +00:00
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}
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2019-12-11 10:43:32 +00:00
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2020-08-06 09:25:34 +00:00
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public override void ApplyToTrack(ITrack track)
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{
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// base.ApplyToTrack() intentionally not called (different tempo adjustment is applied)
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track.AddAdjustment(AdjustableProperty.Frequency, freqAdjust);
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track.AddAdjustment(AdjustableProperty.Tempo, tempoAdjust);
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}
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public void ApplyToDrawableRuleset(DrawableRuleset<TObject> drawableRuleset)
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{
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drawableRuleset.Overlays.Add(new NightcoreBeatContainer());
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}
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public class NightcoreBeatContainer : BeatSyncedContainer
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{
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private PausableSkinnableSound hatSample;
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private PausableSkinnableSound clapSample;
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private PausableSkinnableSound kickSample;
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private PausableSkinnableSound finishSample;
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private int? firstBeat;
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public NightcoreBeatContainer()
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{
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Divisor = 2;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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hatSample = new PausableSkinnableSound(new SampleInfo("Gameplay/nightcore-hat")),
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clapSample = new PausableSkinnableSound(new SampleInfo("Gameplay/nightcore-clap")),
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kickSample = new PausableSkinnableSound(new SampleInfo("Gameplay/nightcore-kick")),
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finishSample = new PausableSkinnableSound(new SampleInfo("Gameplay/nightcore-finish")),
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};
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}
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2019-12-16 10:42:28 +00:00
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private const int bars_per_segment = 4;
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2020-06-23 04:49:18 +00:00
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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{
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base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
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int beatsPerBar = (int)timingPoint.TimeSignature;
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int segmentLength = beatsPerBar * Divisor * bars_per_segment;
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2019-12-16 09:51:22 +00:00
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if (!IsBeatSyncedWithTrack)
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{
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firstBeat = null;
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return;
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}
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if (!firstBeat.HasValue || beatIndex < firstBeat)
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// decide on a good starting beat index if once has not yet been decided.
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firstBeat = beatIndex < 0 ? 0 : (beatIndex / segmentLength + 1) * segmentLength;
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2019-12-15 22:35:18 +00:00
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2019-12-16 09:57:11 +00:00
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if (beatIndex >= firstBeat)
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playBeatFor(beatIndex % segmentLength, timingPoint.TimeSignature);
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}
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private void playBeatFor(int beatIndex, TimeSignatures signature)
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{
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if (beatIndex == 0)
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finishSample?.Play();
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switch (signature)
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{
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case TimeSignatures.SimpleTriple:
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switch (beatIndex % 6)
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{
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case 0:
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kickSample?.Play();
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break;
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case 3:
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clapSample?.Play();
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break;
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default:
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hatSample?.Play();
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break;
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}
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break;
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case TimeSignatures.SimpleQuadruple:
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switch (beatIndex % 4)
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{
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case 0:
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kickSample?.Play();
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break;
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case 2:
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clapSample?.Play();
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break;
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default:
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hatSample?.Play();
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break;
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}
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break;
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2019-12-15 08:56:02 +00:00
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}
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}
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}
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2018-04-13 09:19:50 +00:00
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}
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}
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