mirror of https://github.com/ppy/osu
Move interface exposing into region
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@ -40,42 +40,6 @@ public SkinnableSound(IEnumerable<ISampleInfo> hitSamples)
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private readonly AudioContainer<DrawableSample> samplesContainer;
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public BindableNumber<double> Volume => samplesContainer.Volume;
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public BindableNumber<double> Balance => samplesContainer.Balance;
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public BindableNumber<double> Frequency => samplesContainer.Frequency;
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public BindableNumber<double> Tempo => samplesContainer.Tempo;
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/// <summary>
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/// Smoothly adjusts <see cref="Volume"/> over time.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public TransformSequence<DrawableAudioWrapper> VolumeTo(double newVolume, double duration = 0, Easing easing = Easing.None) =>
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samplesContainer.VolumeTo(newVolume, duration, easing);
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/// <summary>
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/// Smoothly adjusts <see cref="Balance"/> over time.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public TransformSequence<DrawableAudioWrapper> BalanceTo(double newBalance, double duration = 0, Easing easing = Easing.None) =>
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samplesContainer.BalanceTo(newBalance, duration, easing);
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/// <summary>
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/// Smoothly adjusts <see cref="Frequency"/> over time.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public TransformSequence<DrawableAudioWrapper> FrequencyTo(double newFrequency, double duration = 0, Easing easing = Easing.None) =>
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samplesContainer.FrequencyTo(newFrequency, duration, easing);
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/// <summary>
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/// Smoothly adjusts <see cref="Tempo"/> over time.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public TransformSequence<DrawableAudioWrapper> TempoTo(double newTempo, double duration = 0, Easing easing = Easing.None) =>
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samplesContainer.TempoTo(newTempo, duration, easing);
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public bool Looping
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{
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get => looping;
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@ -130,5 +94,45 @@ protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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if (wasPlaying)
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Play();
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}
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#region Re-expose AudioContainer
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public BindableNumber<double> Volume => samplesContainer.Volume;
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public BindableNumber<double> Balance => samplesContainer.Balance;
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public BindableNumber<double> Frequency => samplesContainer.Frequency;
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public BindableNumber<double> Tempo => samplesContainer.Tempo;
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/// <summary>
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/// Smoothly adjusts <see cref="Volume"/> over time.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public TransformSequence<DrawableAudioWrapper> VolumeTo(double newVolume, double duration = 0, Easing easing = Easing.None) =>
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samplesContainer.VolumeTo(newVolume, duration, easing);
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/// <summary>
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/// Smoothly adjusts <see cref="Balance"/> over time.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public TransformSequence<DrawableAudioWrapper> BalanceTo(double newBalance, double duration = 0, Easing easing = Easing.None) =>
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samplesContainer.BalanceTo(newBalance, duration, easing);
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/// <summary>
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/// Smoothly adjusts <see cref="Frequency"/> over time.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public TransformSequence<DrawableAudioWrapper> FrequencyTo(double newFrequency, double duration = 0, Easing easing = Easing.None) =>
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samplesContainer.FrequencyTo(newFrequency, duration, easing);
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/// <summary>
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/// Smoothly adjusts <see cref="Tempo"/> over time.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public TransformSequence<DrawableAudioWrapper> TempoTo(double newTempo, double duration = 0, Easing easing = Easing.None) =>
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samplesContainer.TempoTo(newTempo, duration, easing);
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#endregion
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}
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}
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