diff --git a/osu.Game.Rulesets.Osu/Mods/OsuModTarget.cs b/osu.Game.Rulesets.Osu/Mods/OsuModTarget.cs index b2513e4983..3ad432a40b 100644 --- a/osu.Game.Rulesets.Osu/Mods/OsuModTarget.cs +++ b/osu.Game.Rulesets.Osu/Mods/OsuModTarget.cs @@ -227,34 +227,13 @@ namespace osu.Game.Rulesets.Osu.Mods private void addHitSamples(IEnumerable hitObjects) { - var lastSampleIdx = 0; - foreach (var obj in hitObjects) { var samples = getSamplesAtTime(origHitObjects, obj.StartTime); - if (samples == null) - { - // If samples aren't available at the exact start time of the object, - // use samples (without additions) in the closest original hit object instead - - while (lastSampleIdx < origHitObjects.Count && origHitObjects[lastSampleIdx].StartTime <= obj.StartTime) - lastSampleIdx++; - - if (lastSampleIdx >= origHitObjects.Count) continue; - - if (lastSampleIdx > 0) - { - // Get samples from the previous hit object if it is closer in time - if (obj.StartTime - origHitObjects[lastSampleIdx - 1].StartTime < origHitObjects[lastSampleIdx].StartTime - obj.StartTime) - lastSampleIdx--; - } - - // Remove additions - obj.Samples = origHitObjects[lastSampleIdx].Samples.Where(s => !HitSampleInfo.AllAdditions.Contains(s.Name)).ToList(); - } - else - obj.Samples = samples; + // If samples aren't available at the exact start time of the object, + // use samples (without additions) in the closest original hit object instead + obj.Samples = samples ?? getClosestHitObject(origHitObjects, obj.StartTime).Samples.Where(s => !HitSampleInfo.AllAdditions.Contains(s.Name)).ToList(); } } @@ -426,6 +405,18 @@ namespace osu.Game.Rulesets.Osu.Mods return beats; } + private OsuHitObject getClosestHitObject(List hitObjects, double time) + { + var closestIdx = hitObjects.FindLastIndex(h => h.StartTime < time); + + if (closestIdx == hitObjects.Count - 1) return hitObjects[closestIdx]; + + // return the closest preceding/succeeding hit object, whoever is closer in time + return hitObjects[closestIdx + 1].StartTime - time < time - hitObjects[closestIdx].StartTime + ? hitObjects[closestIdx + 1] + : hitObjects[closestIdx]; + } + /// /// Get samples (if any) for a specific point in time. ///