diff --git a/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs b/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs index caf645d5a2..d324441285 100644 --- a/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs +++ b/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs @@ -167,13 +167,15 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps default: { - bool isRim = samples.Any(s => s.Name == HitSampleInfo.HIT_CLAP || s.Name == HitSampleInfo.HIT_WHISTLE); + bool isRimDefinition(HitSampleInfo s) => s.Name == HitSampleInfo.HIT_CLAP || s.Name == HitSampleInfo.HIT_WHISTLE; + + bool isRim = samples.Any(isRimDefinition); yield return new Hit { StartTime = obj.StartTime, Type = isRim ? HitType.Rim : HitType.Centre, - Samples = obj.Samples, + Samples = samples, IsStrong = strong }; diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs index d2671eadda..d332f90cd4 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs @@ -2,9 +2,11 @@ // See the LICENCE file in the repository root for full licence text. using System; +using System.Collections.Generic; using System.Diagnostics; using System.Linq; using osu.Framework.Graphics; +using osu.Game.Audio; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces; @@ -47,6 +49,37 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables ? new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.CentreHit), _ => new CentreHitCirclePiece(), confineMode: ConfineMode.ScaleToFit) : new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.RimHit), _ => new RimHitCirclePiece(), confineMode: ConfineMode.ScaleToFit); + protected override IEnumerable GetSamples() + { + // normal and claps are always handled by the drum (see DrumSampleMapping). + var samples = HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP); + + if (HitObject.Type == HitType.Rim && HitObject.IsStrong) + { + // strong + rim always maps to whistle. + // TODO: this should really be in the legacy decoder, but can't be because legacy encoding parity would be broken. + // when we add a taiko editor, this is probably not going to play nice. + + var corrected = samples.ToList(); + + for (var i = 0; i < corrected.Count; i++) + { + var s = corrected[i]; + + if (s.Name != HitSampleInfo.HIT_FINISH) + continue; + + var sClone = s.Clone(); + sClone.Name = HitSampleInfo.HIT_WHISTLE; + corrected[i] = sClone; + } + + return corrected; + } + + return samples; + } + protected override void CheckForResult(bool userTriggered, double timeOffset) { Debug.Assert(HitObject.HitWindows != null); diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs index 1be04f1760..90daf3950c 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs @@ -165,8 +165,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables return base.CreateNestedHitObject(hitObject); } - // Normal and clap samples are handled by the drum - protected override IEnumerable GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP); + // Most osu!taiko hitsounds are managed by the drum (see DrumSampleMapping). + protected override IEnumerable GetSamples() => Enumerable.Empty(); protected abstract SkinnableDrawable CreateMainPiece();