osu/osu.Game.Rulesets.Taiko/Skinning/Argon/ArgonDrumSamplePlayer.cs

110 lines
4.4 KiB
C#

// 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 osu.Framework.Allocation;
using osu.Game.Audio;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.Taiko.Skinning.Argon
{
public partial class ArgonDrumSamplePlayer : DrumSamplePlayer
{
protected override DrumSampleTriggerSource CreateTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance) =>
new ArgonDrumSampleTriggerSource(hitObjectContainer, balance);
public partial class ArgonDrumSampleTriggerSource : DrumSampleTriggerSource
{
[Resolved]
private ISkinSource skinSource { get; set; } = null!;
public ArgonDrumSampleTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance)
: base(hitObjectContainer, balance)
{
// TODO: pool flourish sample
}
public override void Play(HitType hitType)
{
TaikoHitObject? hitObject = GetMostValidObject() as TaikoHitObject;
if (hitObject == null)
return;
var baseSample = new VolumeAwareHitSampleInfo(hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL));
// If the sample is provided by a legacy skin, we should not try and do anything special.
if (skinSource.FindProvider(s => s.GetSample(baseSample) != null) is LegacySkin)
{
base.Play(hitType);
return;
}
// let the magic begin...
if ((hitObject as TaikoStrongableHitObject)?.IsStrong == true || hitObject is StrongNestedHitObject)
{
PlaySamples(new ISampleInfo[]
{
new VolumeAwareHitSampleInfo(hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL), true),
// TODO: flourish should only play every time_between_flourishes.
new VolumeAwareHitSampleInfo(hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_FLOURISH : string.Empty), true),
baseSample
});
}
else
{
PlaySamples(new ISampleInfo[] { new VolumeAwareHitSampleInfo(baseSample) });
}
}
private class VolumeAwareHitSampleInfo : HitSampleInfo
{
public const int SAMPLE_VOLUME_THRESHOLD_HARD = 90;
public const int SAMPLE_VOLUME_THRESHOLD_MEDIUM = 60;
public VolumeAwareHitSampleInfo(HitSampleInfo sampleInfo, bool isStrong = false)
: base(sampleInfo.Name, isStrong ? BANK_STRONG : getBank(sampleInfo.Bank, sampleInfo.Name, sampleInfo.Volume), sampleInfo.Suffix, sampleInfo.Volume)
{
}
public override IEnumerable<string> LookupNames
{
get
{
foreach (string name in base.LookupNames)
yield return name.Insert(name.LastIndexOf('/') + 1, "Argon/taiko-");
}
}
private static string getBank(string originalBank, string sampleName, int volume)
{
// So basically we're overwriting mapper's bank intentions here.
// The rationale is that most taiko beatmaps only use a single bank, but regularly adjust volume.
switch (sampleName)
{
case HIT_NORMAL:
case HIT_CLAP:
{
if (volume >= SAMPLE_VOLUME_THRESHOLD_HARD)
return BANK_DRUM;
if (volume >= SAMPLE_VOLUME_THRESHOLD_MEDIUM)
return BANK_NORMAL;
return BANK_SOFT;
}
default:
return originalBank;
}
}
}
}
}
}