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Merge pull request #11561 from Mysfit/fix-storyboard-samples
Fix storyboard samples continuing to play when the beatmap is paused or intro is skipped
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commit
328bd191d4
@ -0,0 +1,74 @@
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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 System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Storyboards;
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using osu.Game.Storyboards.Drawables;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneStoryboardSamplePlayback : PlayerTestScene
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{
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private Storyboard storyboard;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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config.Set(OsuSetting.ShowStoryboard, true);
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storyboard = new Storyboard();
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var backgroundLayer = storyboard.GetLayer("Background");
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backgroundLayer.Add(new StoryboardSampleInfo("Intro/welcome.mp3", time: -7000, volume: 20));
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backgroundLayer.Add(new StoryboardSampleInfo("Intro/welcome.mp3", time: -5000, volume: 20));
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backgroundLayer.Add(new StoryboardSampleInfo("Intro/welcome.mp3", time: 0, volume: 20));
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}
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[Test]
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public void TestStoryboardSamplesStopDuringPause()
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{
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checkForFirstSamplePlayback();
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AddStep("player paused", () => Player.Pause());
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AddAssert("player is currently paused", () => Player.GameplayClockContainer.IsPaused.Value);
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AddAssert("all storyboard samples stopped immediately", () => allStoryboardSamples.All(sound => !sound.IsPlaying));
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AddStep("player resume", () => Player.Resume());
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AddUntilStep("any storyboard samples playing after resume", () => allStoryboardSamples.Any(sound => sound.IsPlaying));
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}
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[Test]
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public void TestStoryboardSamplesStopOnSkip()
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{
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checkForFirstSamplePlayback();
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AddStep("skip intro", () => InputManager.Key(osuTK.Input.Key.Space));
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AddAssert("all storyboard samples stopped immediately", () => allStoryboardSamples.All(sound => !sound.IsPlaying));
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AddUntilStep("any storyboard samples playing after skip", () => allStoryboardSamples.Any(sound => sound.IsPlaying));
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}
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private void checkForFirstSamplePlayback()
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{
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AddUntilStep("storyboard loaded", () => Player.Beatmap.Value.StoryboardLoaded);
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AddUntilStep("any storyboard samples playing", () => allStoryboardSamples.Any(sound => sound.IsPlaying));
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}
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private IEnumerable<DrawableStoryboardSample> allStoryboardSamples => Player.ChildrenOfType<DrawableStoryboardSample>();
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protected override bool AllowFail => false;
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protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(true, false);
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null) =>
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new ClockBackedTestWorkingBeatmap(beatmap, storyboard ?? this.storyboard, Clock, Audio);
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}
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}
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@ -353,7 +353,7 @@ namespace osu.Game.Screens.Play
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},
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skipOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
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{
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RequestSkip = GameplayClockContainer.Skip
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RequestSkip = performUserRequestedSkip
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},
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FailOverlay = new FailOverlay
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{
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@ -488,6 +488,17 @@ namespace osu.Game.Screens.Play
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this.Exit();
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}
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private void performUserRequestedSkip()
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{
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// user requested skip
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// disable sample playback to stop currently playing samples and perform skip
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samplePlaybackDisabled.Value = true;
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GameplayClockContainer.Skip();
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// return samplePlaybackDisabled.Value to what is defined by the beatmap's current state
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updateSampleDisabledState();
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}
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private void performUserRequestedExit()
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{
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if (ValidForResume && HasFailed && !FailOverlay.IsPresent)
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@ -43,26 +43,28 @@ namespace osu.Game.Skinning
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if (samplePlaybackDisabler != null)
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{
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samplePlaybackDisabled.BindTo(samplePlaybackDisabler.SamplePlaybackDisabled);
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samplePlaybackDisabled.BindValueChanged(disabled =>
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samplePlaybackDisabled.BindValueChanged(SamplePlaybackDisabledChanged);
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}
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}
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protected virtual void SamplePlaybackDisabledChanged(ValueChangedEvent<bool> disabled)
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{
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if (!RequestedPlaying) return;
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// let non-looping samples that have already been started play out to completion (sounds better than abruptly cutting off).
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if (!Looping) return;
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cancelPendingStart();
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if (disabled.NewValue)
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base.Stop();
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else
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{
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// schedule so we don't start playing a sample which is no longer alive.
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scheduledStart = Schedule(() =>
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{
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if (!RequestedPlaying) return;
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// let non-looping samples that have already been started play out to completion (sounds better than abruptly cutting off).
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if (!Looping) return;
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cancelPendingStart();
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if (disabled.NewValue)
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base.Stop();
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else
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{
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// schedule so we don't start playing a sample which is no longer alive.
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scheduledStart = Schedule(() =>
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{
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if (RequestedPlaying)
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base.Play();
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});
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}
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if (RequestedPlaying)
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base.Play();
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});
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}
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}
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@ -42,6 +42,21 @@ namespace osu.Game.Storyboards.Drawables
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}
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}
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protected override void SamplePlaybackDisabledChanged(ValueChangedEvent<bool> disabled)
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{
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if (!RequestedPlaying) return;
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if (!Looping && disabled.NewValue)
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{
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// the default behaviour for sample disabling is to allow one-shot samples to play out.
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// storyboards regularly have long running samples that can cause this behaviour to lead to unintended results.
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// for this reason, we immediately stop such samples.
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Stop();
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}
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base.SamplePlaybackDisabledChanged(disabled);
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}
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protected override void Update()
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{
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base.Update();
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