// Copyright (c) ppy Pty Ltd . 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 osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Track; using osu.Framework.Bindables; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Graphics.Audio; using osu.Framework.Graphics.Containers; using osu.Game.Audio; using osu.Game.Screens.Play; namespace osu.Game.Skinning { public class SkinnableSound : SkinReloadableDrawable, IAdjustableAudioComponent { private readonly ISampleInfo[] hitSamples; [Resolved] private ISampleStore samples { get; set; } private bool requestedPlaying; public override bool RemoveWhenNotAlive => false; public override bool RemoveCompletedTransforms => false; /// /// Whether to play the underlying sample when aggregate volume is zero. /// Note that this is checked at the point of calling ; changing the volume post-play will not begin playback. /// Defaults to false unless . /// /// /// Can serve as an optimisation if it is known ahead-of-time that this behaviour is allowed in a given use case. /// protected bool PlayWhenZeroVolume => Looping; protected virtual bool PlayWhenPaused => false; private readonly AudioContainer samplesContainer; public SkinnableSound(ISampleInfo hitSamples) : this(new[] { hitSamples }) { } public SkinnableSound(IEnumerable hitSamples) { this.hitSamples = hitSamples.ToArray(); InternalChild = samplesContainer = new AudioContainer(); } private readonly IBindable samplePlaybackDisabled = new Bindable(); [BackgroundDependencyLoader(true)] private void load(ISamplePlaybackDisabler samplePlaybackDisabler) { // if in a gameplay context, pause sample playback when gameplay is paused. if (samplePlaybackDisabler != null) { samplePlaybackDisabled.BindTo(samplePlaybackDisabler.SamplePlaybackDisabled); samplePlaybackDisabled.BindValueChanged(disabled => { if (requestedPlaying) { if (disabled.NewValue && !PlayWhenPaused) stop(); // it's not easy to know if a sample has finished playing (to end). // to keep things simple only resume playing looping samples. else if (Looping) play(); } }); } } private bool looping; public bool Looping { get => looping; set { if (value == looping) return; looping = value; samplesContainer.ForEach(c => c.Looping = looping); } } public void Play() { requestedPlaying = true; play(); } private void play() { if (samplePlaybackDisabled.Value && !PlayWhenPaused) return; samplesContainer.ForEach(c => { if (PlayWhenZeroVolume || c.AggregateVolume.Value > 0) c.Play(); }); } public void Stop() { requestedPlaying = false; stop(); } private void stop() { samplesContainer.ForEach(c => c.Stop()); } protected override void SkinChanged(ISkinSource skin, bool allowFallback) { bool wasPlaying = IsPlaying; var channels = hitSamples.Select(s => { var ch = skin.GetSample(s); if (ch == null && allowFallback) { foreach (var lookup in s.LookupNames) { if ((ch = samples.Get($"Gameplay/{lookup}")) != null) break; } } if (ch != null) { ch.Looping = looping; ch.Volume.Value = s.Volume / 100.0; } return ch; }).Where(c => c != null); samplesContainer.ChildrenEnumerable = channels.Select(c => new DrawableSample(c)); // Start playback internally for the new samples if the previous ones were playing beforehand. if (wasPlaying) play(); } #region Re-expose AudioContainer public BindableNumber Volume => samplesContainer.Volume; public BindableNumber Balance => samplesContainer.Balance; public BindableNumber Frequency => samplesContainer.Frequency; public BindableNumber Tempo => samplesContainer.Tempo; public void AddAdjustment(AdjustableProperty type, BindableNumber adjustBindable) => samplesContainer.AddAdjustment(type, adjustBindable); public void RemoveAdjustment(AdjustableProperty type, BindableNumber adjustBindable) => samplesContainer.RemoveAdjustment(type, adjustBindable); public void RemoveAllAdjustments(AdjustableProperty type) => samplesContainer.RemoveAllAdjustments(type); public bool IsPlaying => samplesContainer.Any(s => s.Playing); #endregion } }