mirror of https://github.com/ppy/osu
125 lines
3.2 KiB
C#
125 lines
3.2 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;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics;
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using osu.Framework.Threading;
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namespace osu.Game.Audio
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{
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[LongRunningLoad]
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public abstract partial class PreviewTrack : Component
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{
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/// <summary>
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/// Invoked when this <see cref="PreviewTrack"/> has stopped playing.
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/// Not invoked in a thread-safe context.
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/// </summary>
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public event Action? Stopped;
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/// <summary>
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/// Invoked when this <see cref="PreviewTrack"/> has started playing.
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/// Not invoked in a thread-safe context.
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/// </summary>
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public event Action? Started;
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protected Track? Track { get; private set; }
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private bool hasStarted;
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[BackgroundDependencyLoader]
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private void load()
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{
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Track = GetTrack();
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if (Track != null)
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Track.Completed += Stop;
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}
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/// <summary>
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/// Length of the track.
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/// </summary>
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public double Length => Track?.Length ?? 0;
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/// <summary>
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/// The current track time.
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/// </summary>
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public double CurrentTime => Track?.CurrentTime ?? 0;
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/// <summary>
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/// Whether the track is loaded.
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/// </summary>
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public bool TrackLoaded => Track?.IsLoaded ?? false;
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/// <summary>
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/// Whether the track is playing.
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/// </summary>
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public bool IsRunning => Track?.IsRunning ?? false;
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private ScheduledDelegate? startDelegate;
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/// <summary>
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/// Starts playing this <see cref="PreviewTrack"/>.
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/// </summary>
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/// <returns>Whether the track is started or already playing.</returns>
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public bool Start()
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{
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if (Track == null)
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return false;
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startDelegate = Schedule(() =>
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{
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if (hasStarted)
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return;
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hasStarted = true;
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Track.Restart();
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Started?.Invoke();
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});
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return true;
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}
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/// <summary>
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/// Stops playing this <see cref="PreviewTrack"/>.
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/// </summary>
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public void Stop()
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{
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startDelegate?.Cancel();
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if (Track == null)
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return;
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if (!hasStarted)
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return;
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hasStarted = false;
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// This pre-check is important, fixes a BASS deadlock in some scenarios.
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if (!Track.HasCompleted)
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{
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Track.Stop();
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// Ensure the track is reset immediately on stopping, so the next time it is started it has a correct time value.
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Track.Seek(0);
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}
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Stopped?.Invoke();
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}
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/// <summary>
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/// Retrieves the audio track.
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/// </summary>
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protected abstract Track? GetTrack();
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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Stop();
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Track?.Dispose();
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}
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}
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}
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