mirror of https://github.com/ppy/osu
Add basic implementation of argon osu!taiko hitsounds (volume / flourish / strong)
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@ -1,10 +1,13 @@
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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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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Skinning.Argon
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{
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@ -15,33 +18,90 @@ protected override DrumSampleTriggerSource CreateTriggerSource(HitObjectContaine
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public partial class ArgonDrumSampleTriggerSource : DrumSampleTriggerSource
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{
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[Resolved]
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private ISkinSource skinSource { get; set; } = null!;
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public ArgonDrumSampleTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance)
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: base(hitObjectContainer, balance)
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{
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// TODO: pool flourish sample
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}
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public override void Play(HitType hitType)
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{
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// let the magic begin...
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TaikoHitObject? hitObject = GetMostValidObject() as TaikoHitObject;
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if (hitObject == null)
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return;
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var baseSample = hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL);
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var baseSample = new VolumeAwareHitSampleInfo(hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL));
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// If the sample is provided by a legacy skin, we should not try and do anything special.
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if (skinSource.FindProvider(s => s.GetSample(baseSample) != null) is LegacySkin)
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{
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base.Play(hitType);
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return;
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}
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// let the magic begin...
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if ((hitObject as TaikoStrongableHitObject)?.IsStrong == true || hitObject is StrongNestedHitObject)
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{
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PlaySamples(new ISampleInfo[]
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{
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hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_WHISTLE : HitSampleInfo.HIT_FINISH),
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new VolumeAwareHitSampleInfo(hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL), true),
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// TODO: flourish should only play every time_between_flourishes.
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new VolumeAwareHitSampleInfo(hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_FLOURISH : string.Empty), true),
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baseSample
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});
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}
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else
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{
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PlaySamples(new ISampleInfo[] { baseSample });
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PlaySamples(new ISampleInfo[] { new VolumeAwareHitSampleInfo(baseSample) });
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}
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}
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private class VolumeAwareHitSampleInfo : HitSampleInfo
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{
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public const int SAMPLE_VOLUME_THRESHOLD_HARD = 90;
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public const int SAMPLE_VOLUME_THRESHOLD_MEDIUM = 60;
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public VolumeAwareHitSampleInfo(HitSampleInfo sampleInfo, bool isStrong = false)
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: base(sampleInfo.Name, isStrong ? BANK_STRONG : getBank(sampleInfo.Bank, sampleInfo.Name, sampleInfo.Volume), sampleInfo.Suffix, sampleInfo.Volume)
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{
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}
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public override IEnumerable<string> LookupNames
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{
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get
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{
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foreach (string name in base.LookupNames)
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yield return name.Insert(name.LastIndexOf('/') + 1, "Argon/taiko-");
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}
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}
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private static string getBank(string originalBank, string sampleName, int volume)
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{
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// So basically we're overwriting mapper's bank intentions here.
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// The rationale is that most taiko beatmaps only use a single bank, but regularly adjust volume.
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switch (sampleName)
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{
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case HIT_NORMAL:
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case HIT_CLAP:
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{
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if (volume >= SAMPLE_VOLUME_THRESHOLD_HARD)
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return BANK_DRUM;
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if (volume >= SAMPLE_VOLUME_THRESHOLD_MEDIUM)
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return BANK_NORMAL;
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return BANK_SOFT;
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}
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default:
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return originalBank;
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}
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}
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}
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}
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@ -24,6 +24,12 @@ public class HitSampleInfo : ISampleInfo, IEquatable<HitSampleInfo>
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public const string BANK_SOFT = @"soft";
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public const string BANK_DRUM = @"drum";
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// new sample used exclusively by taiko for now.
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public const string HIT_FLOURISH = "hitflourish";
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// new bank used exclusively by taiko for now.
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public const string BANK_STRONG = @"strong";
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/// <summary>
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/// All valid sample addition constants.
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/// </summary>
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