smoogipoo
730b14b5bb
Add initial hit sample pooling
2020-11-19 19:51:09 +09:00
Dean Herbert
c9a85587fb
Allow SampleInfo to specify fallback sample lookup names
2020-10-30 11:59:29 +09:00
Dean Herbert
740bdee125
Apply remaining uncaught changes
2020-01-20 23:59:21 +09:00
Dean Herbert
60ea3d4e1a
Fix skinning support for combobreak
2019-06-30 21:58:30 +09:00
Dean Herbert
26d53d06a9
Fix remaining issues
2019-02-28 13:31:40 +09:00
Dean Herbert
8617aaa2a7
Update licence header (and remove year)
2019-01-24 17:43:03 +09:00
Dean Herbert
14c3cc70b1
Prefer namespace lookups first
2018-07-10 15:23:47 +09:00
Dean Herbert
ba258b8a05
Fix lack of fallback logic for custom bank samples
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Closes #2966 .
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Was causing some beatmaps to not play all of their hitsounds
2018-07-10 02:56:22 +09:00
Dean Herbert
8f04acc506
Add missing xmldoc
2018-07-05 20:16:55 +09:00
smoogipoo
189194ee8d
Don't include empty namespace in sample lookup
2018-07-02 14:35:03 +09:00
smoogipoo
310c4a7d6c
Make SampleInfo choose its own lookup name
2018-07-02 14:18:41 +09:00
smoogipoo
8b0c6a4c85
Make SampleControlPoint clone the existing SampleInfo
2018-07-02 14:17:19 +09:00
Dean Herbert
32a74f95a5
Normalize all the line endings
2018-04-13 18:26:38 +09:00
Dean Herbert
768e0a4e2a
Add SkinnableSound class
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Tidy things up, move logic out of SampleInfo.
2018-02-24 22:47:14 +09:00
Dean Herbert
6ceabfe19e
Add basic hitsound skinning
2018-02-23 13:38:12 +09:00
Dean Herbert
37d393bca0
Update licence headers
2018-01-05 20:21:19 +09:00
Dean Herbert
4e6988d21b
As it turns out, native directory separators are not supported
2017-12-28 01:05:50 +09:00
Dean Herbert
3f73a9a693
Add better sample fallback logic
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Also adds support for null channels at InputDrum level.
2017-12-27 21:44:04 +09:00
Dean Herbert
46ef17354e
Simplify path construction
2017-12-27 21:05:16 +09:00
smoogipoo
9690591593
Make taiko use namespaced hitsounds
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This is a temporary solution for now that uses DrawableHitObject.SampleNamespace for the override. We will not want to do this going forward, and instead have the rulesets add their custom resource stores to the games', but that requires deciding where/when to apply/remove such resource stores, and is probably left to skinning.
2017-12-26 19:55:56 +09:00
Dean Herbert
2db68df999
Simplify DrawableHitObject's sample load code
2017-12-23 17:20:14 +09:00
Dean Herbert
9ca03c0209
Simplify and tidy sample retrieval
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Less static weirdness
2017-12-23 16:46:02 +09:00
Dean Herbert
5026c7a95e
SoundControlPoint -> SampleControlPoint
2017-12-23 16:34:34 +09:00
Dean Herbert
46865bbacd
Merge remote-tracking branch 'upstream/master' into taiko-hitsounds-fix
...
# Conflicts:
# osu.Game/Audio/SampleInfo.cs
2017-12-23 14:50:35 +09:00
smoogipoo
a3fcc0b60c
Back to using SortedLists
2017-12-21 19:40:41 +09:00
smoogipoo
cb7e192aff
Determine SampleInfo defaults in DrawableHitObject
2017-12-21 16:02:33 +09:00
FreezyLemon
4b3cf0773d
Various CI adjustments
2017-12-08 09:52:58 +01:00
FreezyLemon
61a6a2919e
Fixed multiple critical bugs and changed allSamples to a normal Dictionary for faster access
2017-12-08 09:41:13 +01:00
FreezyLemon
d2f3d5a807
Added basic SampleInfo.FromSoundPoint and GetChannel methods
2017-12-07 23:09:51 +01:00
smoogipoo
851c20aff0
Add a few comments
2017-12-07 11:17:32 +09:00
smoogipoo
ea2c67ca5f
Fix incorrect serialization condition
2017-12-07 11:10:46 +09:00
smoogipoo
41b607c165
Dont serialize hitobject sample properties copied from the control point
2017-12-07 03:40:43 +09:00
smoogipooo
4cc309e5a7
Make hit sounds into consts.
2017-04-06 12:14:06 +09:00
smoogipooo
eb82a4c090
Back to using SampleInfo + fix taiko beatmap conversion.
2017-04-06 11:41:16 +09:00