Fix combo break sound not playing after rewind

This commit is contained in:
Dean Herbert 2020-11-13 13:35:01 +09:00
parent 43626573df
commit 4b5743d993
2 changed files with 17 additions and 6 deletions

View File

@ -17,8 +17,9 @@ namespace osu.Game.Screens.Play
private SkinnableSound comboBreakSample; private SkinnableSound comboBreakSample;
private Bindable<bool> alwaysPlay; private Bindable<bool> alwaysPlayFirst;
private bool firstTime = true;
private double? firstBreakTime;
public ComboEffects(ScoreProcessor processor) public ComboEffects(ScoreProcessor processor)
{ {
@ -29,7 +30,7 @@ namespace osu.Game.Screens.Play
private void load(OsuConfigManager config) private void load(OsuConfigManager config)
{ {
InternalChild = comboBreakSample = new SkinnableSound(new SampleInfo("Gameplay/combobreak")); InternalChild = comboBreakSample = new SkinnableSound(new SampleInfo("Gameplay/combobreak"));
alwaysPlay = config.GetBindable<bool>(OsuSetting.AlwaysPlayFirstComboBreak); alwaysPlayFirst = config.GetBindable<bool>(OsuSetting.AlwaysPlayFirstComboBreak);
} }
protected override void LoadComplete() protected override void LoadComplete()
@ -41,11 +42,21 @@ namespace osu.Game.Screens.Play
[Resolved(canBeNull: true)] [Resolved(canBeNull: true)]
private ISamplePlaybackDisabler samplePlaybackDisabler { get; set; } private ISamplePlaybackDisabler samplePlaybackDisabler { get; set; }
[Resolved]
private GameplayClock gameplayClock { get; set; }
private void onComboChange(ValueChangedEvent<int> combo) private void onComboChange(ValueChangedEvent<int> combo)
{ {
if (combo.NewValue == 0 && (combo.OldValue > 20 || (alwaysPlay.Value && firstTime))) // handle the case of rewinding before the first combo break time.
if (gameplayClock.CurrentTime < firstBreakTime)
firstBreakTime = null;
if (gameplayClock.ElapsedFrameTime < 0)
return;
if (combo.NewValue == 0 && (combo.OldValue > 20 || (alwaysPlayFirst.Value && firstBreakTime == null)))
{ {
firstTime = false; firstBreakTime = gameplayClock.CurrentTime;
// combo break isn't a pausable sound itself as we want to let it play out. // combo break isn't a pausable sound itself as we want to let it play out.
// we still need to disable during seeks, though. // we still need to disable during seeks, though.

View File

@ -302,12 +302,12 @@ namespace osu.Game.Screens.Play
{ {
ScoreProcessor, ScoreProcessor,
HealthProcessor, HealthProcessor,
new ComboEffects(ScoreProcessor),
breakTracker = new BreakTracker(DrawableRuleset.GameplayStartTime, ScoreProcessor) breakTracker = new BreakTracker(DrawableRuleset.GameplayStartTime, ScoreProcessor)
{ {
Breaks = working.Beatmap.Breaks Breaks = working.Beatmap.Breaks
} }
}), }),
new ComboEffects(ScoreProcessor)
} }
}; };