mirror of https://github.com/ppy/osu
65 lines
2.4 KiB
C#
65 lines
2.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Audio
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{
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/// <summary>
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/// Stores samples for the input drum.
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/// The lifetime of the samples is adjusted so that they are only alive during the appropriate sample control point.
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/// </summary>
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public class DrumSampleContainer : LifetimeManagementContainer
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{
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private readonly ControlPointInfo controlPoints;
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private readonly Dictionary<double, DrumSample> mappings = new Dictionary<double, DrumSample>();
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public DrumSampleContainer(ControlPointInfo controlPoints)
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{
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this.controlPoints = controlPoints;
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IReadOnlyList<SampleControlPoint> samplePoints = controlPoints.SamplePoints.Count == 0 ? new[] { controlPoints.SamplePointAt(double.MinValue) } : controlPoints.SamplePoints;
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for (int i = 0; i < samplePoints.Count; i++)
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{
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var samplePoint = samplePoints[i];
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var centre = samplePoint.GetSampleInfo();
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var rim = samplePoint.GetSampleInfo(HitSampleInfo.HIT_CLAP);
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var lifetimeStart = i > 0 ? samplePoint.Time : double.MinValue;
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var lifetimeEnd = i + 1 < samplePoints.Count ? samplePoints[i + 1].Time : double.MaxValue;
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mappings[samplePoint.Time] = new DrumSample
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{
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Centre = addSound(centre, lifetimeStart, lifetimeEnd),
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Rim = addSound(rim, lifetimeStart, lifetimeEnd)
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};
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}
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}
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private PausableSkinnableSound addSound(HitSampleInfo hitSampleInfo, double lifetimeStart, double lifetimeEnd)
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{
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var drawable = new PausableSkinnableSound(hitSampleInfo)
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{
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LifetimeStart = lifetimeStart,
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LifetimeEnd = lifetimeEnd
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};
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AddInternal(drawable);
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return drawable;
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}
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public DrumSample SampleAt(double time) => mappings[controlPoints.SamplePointAt(time).Time];
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public class DrumSample
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{
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public PausableSkinnableSound Centre;
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public PausableSkinnableSound Rim;
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}
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}
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}
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