Merge pull request #23618 from bdach/fix-taiko-swells-drumrolls-silent

Fix hitsounds not playing before and during taiko drum rolls and swells
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Dean Herbert 2023-05-23 16:44:04 +09:00 committed by GitHub
commit 7c039b0b67
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7 changed files with 361 additions and 11 deletions

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@ -0,0 +1,337 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Taiko.Tests
{
public partial class TestSceneDrumSampleTriggerSource : OsuTestScene
{
private readonly ManualClock manualClock = new ManualClock();
[Cached(typeof(IScrollingInfo))]
private ScrollingTestContainer.TestScrollingInfo info = new ScrollingTestContainer.TestScrollingInfo
{
Direction = { Value = ScrollingDirection.Left },
TimeRange = { Value = 200 },
};
private ScrollingHitObjectContainer hitObjectContainer = null!;
private TestDrumSampleTriggerSource triggerSource = null!;
[SetUp]
public void SetUp() => Schedule(() =>
{
hitObjectContainer = new ScrollingHitObjectContainer();
manualClock.CurrentTime = 0;
Child = new Container
{
Clock = new FramedClock(manualClock),
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
hitObjectContainer,
triggerSource = new TestDrumSampleTriggerSource(hitObjectContainer)
}
};
});
[Test]
public void TestNormalHit()
{
AddStep("add hit with normal samples", () =>
{
var hit = new Hit
{
StartTime = 100,
Samples = new List<HitSampleInfo>
{
new HitSampleInfo(HitSampleInfo.HIT_NORMAL)
}
};
hit.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
var drawableHit = new DrawableHit(hit);
hitObjectContainer.Add(drawableHit);
});
AddAssert("most valid object is hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK);
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, SampleControlPoint.DEFAULT_BANK);
AddStep("seek past hit", () => manualClock.CurrentTime = 200);
AddAssert("most valid object is hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK);
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, SampleControlPoint.DEFAULT_BANK);
}
[Test]
public void TestSoftHit()
{
AddStep("add hit with soft samples", () =>
{
var hit = new Hit
{
StartTime = 100,
Samples = new List<HitSampleInfo>
{
new HitSampleInfo(HitSampleInfo.HIT_NORMAL, "soft")
}
};
hit.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
var drawableHit = new DrawableHit(hit);
hitObjectContainer.Add(drawableHit);
});
AddAssert("most valid object is hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "soft");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "soft");
AddStep("seek past hit", () => manualClock.CurrentTime = 200);
AddAssert("most valid object is hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "soft");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "soft");
}
[Test]
public void TestDrumStrongHit()
{
AddStep("add strong hit with drum samples", () =>
{
var hit = new Hit
{
StartTime = 100,
Samples = new List<HitSampleInfo>
{
new HitSampleInfo(HitSampleInfo.HIT_NORMAL, "drum"),
new HitSampleInfo(HitSampleInfo.HIT_FINISH, "drum") // implies strong
}
};
hit.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
var drawableHit = new DrawableHit(hit);
hitObjectContainer.Add(drawableHit);
});
AddAssert("most valid object is strong nested hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit.StrongNestedHit>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
AddStep("seek past hit", () => manualClock.CurrentTime = 200);
AddAssert("most valid object is hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
}
[Test]
public void TestNormalDrumRoll()
{
AddStep("add drum roll with normal samples", () =>
{
var drumRoll = new DrumRoll
{
StartTime = 100,
EndTime = 1100,
Samples = new List<HitSampleInfo>
{
new HitSampleInfo(HitSampleInfo.HIT_NORMAL)
}
};
drumRoll.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
var drawableDrumRoll = new DrawableDrumRoll(drumRoll);
hitObjectContainer.Add(drawableDrumRoll);
});
AddAssert("most valid object is drum roll tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK);
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, SampleControlPoint.DEFAULT_BANK);
AddStep("seek to middle of drum roll", () => manualClock.CurrentTime = 600);
AddAssert("most valid object is drum roll tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK);
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, SampleControlPoint.DEFAULT_BANK);
AddStep("seek past drum roll", () => manualClock.CurrentTime = 1200);
AddAssert("most valid object is drum roll", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRoll>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK);
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, SampleControlPoint.DEFAULT_BANK);
}
[Test]
public void TestSoftDrumRoll()
{
AddStep("add drum roll with soft samples", () =>
{
var drumRoll = new DrumRoll
{
StartTime = 100,
EndTime = 1100,
Samples = new List<HitSampleInfo>
{
new HitSampleInfo(HitSampleInfo.HIT_NORMAL, "soft")
}
};
drumRoll.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
var drawableDrumRoll = new DrawableDrumRoll(drumRoll);
hitObjectContainer.Add(drawableDrumRoll);
});
AddAssert("most valid object is drum roll tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "soft");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "soft");
AddStep("seek to middle of drum roll", () => manualClock.CurrentTime = 600);
AddAssert("most valid object is drum roll tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "soft");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "soft");
AddStep("seek past drum roll", () => manualClock.CurrentTime = 1200);
AddAssert("most valid object is drum roll", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRoll>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "soft");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "soft");
}
[Test]
public void TestDrumStrongDrumRoll()
{
AddStep("add strong drum roll with drum samples", () =>
{
var drumRoll = new DrumRoll
{
StartTime = 100,
EndTime = 1100,
Samples = new List<HitSampleInfo>
{
new HitSampleInfo(HitSampleInfo.HIT_NORMAL, "drum"),
new HitSampleInfo(HitSampleInfo.HIT_FINISH, "drum") // implies strong
}
};
drumRoll.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
var drawableDrumRoll = new DrawableDrumRoll(drumRoll);
hitObjectContainer.Add(drawableDrumRoll);
});
AddAssert("most valid object is drum roll tick's nested strong hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick.StrongNestedHit>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
AddStep("seek to middle of drum roll", () => manualClock.CurrentTime = 600);
AddAssert("most valid object is drum roll tick's nested strong hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick.StrongNestedHit>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
AddStep("seek past drum roll", () => manualClock.CurrentTime = 1200);
AddAssert("most valid object is drum roll", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRoll>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
}
[Test]
public void TestNormalSwell()
{
AddStep("add swell with normal samples", () =>
{
var swell = new Swell
{
StartTime = 100,
EndTime = 1100,
Samples = new List<HitSampleInfo>
{
new HitSampleInfo(HitSampleInfo.HIT_NORMAL)
}
};
swell.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
var drawableSwell = new DrawableSwell(swell);
hitObjectContainer.Add(drawableSwell);
});
AddAssert("most valid object is swell tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<SwellTick>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK);
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, SampleControlPoint.DEFAULT_BANK);
AddStep("seek to middle of swell", () => manualClock.CurrentTime = 600);
AddAssert("most valid object is swell tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<SwellTick>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK);
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, SampleControlPoint.DEFAULT_BANK);
AddStep("seek past swell", () => manualClock.CurrentTime = 1200);
AddAssert("most valid object is swell", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Swell>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK);
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, SampleControlPoint.DEFAULT_BANK);
}
[Test]
public void TestDrumSwell()
{
AddStep("add swell with drum samples", () =>
{
var swell = new Swell
{
StartTime = 100,
EndTime = 1100,
Samples = new List<HitSampleInfo>
{
new HitSampleInfo(HitSampleInfo.HIT_NORMAL, "drum")
}
};
swell.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
var drawableSwell = new DrawableSwell(swell);
hitObjectContainer.Add(drawableSwell);
});
AddAssert("most valid object is swell tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<SwellTick>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
AddStep("seek to middle of swell", () => manualClock.CurrentTime = 600);
AddAssert("most valid object is swell tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<SwellTick>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
AddStep("seek past swell", () => manualClock.CurrentTime = 1200);
AddAssert("most valid object is swell", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Swell>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
}
private void checkSound(HitType hitType, string expectedName, string expectedBank)
{
AddStep($"hit {hitType}", () => triggerSource.Play(hitType));
AddAssert($"last played sample is {expectedName}", () => triggerSource.LastPlayedSamples!.OfType<HitSampleInfo>().Single().Name, () => Is.EqualTo(expectedName));
AddAssert($"last played sample has {expectedBank} bank", () => triggerSource.LastPlayedSamples!.OfType<HitSampleInfo>().Single().Bank, () => Is.EqualTo(expectedBank));
}
private partial class TestDrumSampleTriggerSource : DrumSampleTriggerSource
{
public ISampleInfo[]? LastPlayedSamples { get; private set; }
public TestDrumSampleTriggerSource(HitObjectContainer hitObjectContainer)
: base(hitObjectContainer)
{
}
protected override void PlaySamples(ISampleInfo[] samples)
{
base.PlaySamples(samples);
LastPlayedSamples = samples;
}
public new HitObject GetMostValidObject() => base.GetMostValidObject();
}
}
}

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@ -118,6 +118,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public override bool RemoveWhenNotAlive => false;
}
// Most osu!taiko hitsounds are managed by the drum (see DrumSampleTriggerSource).
public override IEnumerable<HitSampleInfo> GetSamples() => Enumerable.Empty<HitSampleInfo>();
}
public abstract partial class DrawableTaikoHitObject<TObject> : DrawableTaikoHitObject
@ -157,9 +160,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
Content.Add(MainPiece = CreateMainPiece());
}
// Most osu!taiko hitsounds are managed by the drum (see DrumSampleMapping).
public override IEnumerable<HitSampleInfo> GetSamples() => Enumerable.Empty<HitSampleInfo>();
protected abstract SkinnableDrawable CreateMainPiece();
}
}

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@ -3,11 +3,9 @@
#nullable disable
using System.Linq;
using osu.Game.Rulesets.Objects.Types;
using System.Threading;
using osu.Framework.Bindables;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Formats;
@ -98,7 +96,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
TickSpacing = tickSpacing,
StartTime = t,
IsStrong = IsStrong,
Samples = Samples.Where(s => s.Name == HitSampleInfo.HIT_FINISH).ToList()
Samples = Samples
});
first = false;
@ -109,7 +107,11 @@ namespace osu.Game.Rulesets.Taiko.Objects
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit { StartTime = startTime };
protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit
{
StartTime = startTime,
Samples = Samples
};
public class StrongNestedHit : StrongNestedHitObject
{

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@ -33,7 +33,11 @@ namespace osu.Game.Rulesets.Taiko.Objects
public override double MaximumJudgementOffset => HitWindow;
protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit { StartTime = startTime };
protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit
{
StartTime = startTime,
Samples = Samples
};
public class StrongNestedHit : StrongNestedHitObject
{

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@ -72,7 +72,11 @@ namespace osu.Game.Rulesets.Taiko.Objects
}
}
protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit { StartTime = startTime };
protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit
{
StartTime = startTime,
Samples = Samples
};
public class StrongNestedHit : StrongNestedHitObject
{

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@ -33,7 +33,10 @@ namespace osu.Game.Rulesets.Taiko.Objects
for (int i = 0; i < RequiredHits; i++)
{
cancellationToken.ThrowIfCancellationRequested();
AddNested(new SwellTick());
AddNested(new SwellTick
{
Samples = Samples
});
}
}

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@ -58,7 +58,7 @@ namespace osu.Game.Rulesets.UI
PlaySamples(samples);
}
protected void PlaySamples(ISampleInfo[] samples) => Schedule(() =>
protected virtual void PlaySamples(ISampleInfo[] samples) => Schedule(() =>
{
var hitSound = getNextSample();
hitSound.Samples = samples;