osu/osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs
2021-08-25 16:56:44 +09:00

85 lines
3.1 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.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Audio;
using osu.Game.Rulesets.Objects;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.UI
{
/// <summary>
/// A component which can trigger the most appropriate hit sound for a given point in time, based on the state of a <see cref="HitObjectContainer"/>
/// </summary>
public class GameplaySampleTriggerSource : CompositeDrawable
{
private readonly HitObjectContainer hitObjectContainer;
private int nextHitSoundIndex;
/// <summary>
/// The number of concurrent samples allowed to be played concurrently so that it feels better when spam-pressing a key.
/// </summary>
private const int max_concurrent_hitsounds = OsuGameBase.SAMPLE_CONCURRENCY;
private readonly Container<SkinnableSound> hitSounds;
[Resolved]
private DrawableRuleset drawableRuleset { get; set; }
public GameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
{
this.hitObjectContainer = hitObjectContainer;
InternalChildren = new Drawable[]
{
hitSounds = new Container<SkinnableSound>
{
Name = "concurrent sample pool",
RelativeSizeAxes = Axes.Both,
Children = Enumerable.Range(0, max_concurrent_hitsounds).Select(_ => new SkinnableSound()).ToArray()
},
};
}
private ISampleInfo[] playableSampleInfo;
/// <summary>
/// Play the most appropriate hit sound for the current point in time.
/// </summary>
public void Play()
{
var nextObject =
hitObjectContainer.AliveObjects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current)?.HitObject ??
// fallback to non-alive objects to find next off-screen object
// TODO: make lookup more efficient?
drawableRuleset.Objects.FirstOrDefault(h => h.StartTime > Time.Current) ??
drawableRuleset.Objects.LastOrDefault();
if (nextObject != null)
{
var hitSound = getNextSample();
playableSampleInfo = GetPlayableSampleInfo(nextObject);
hitSound.Samples = playableSampleInfo;
hitSound.Play();
}
}
protected virtual ISampleInfo[] GetPlayableSampleInfo(HitObject nextObject) =>
// TODO: avoid cast somehow?
nextObject.Samples.Cast<ISampleInfo>().ToArray();
private SkinnableSound getNextSample()
{
var hitSound = hitSounds[nextHitSoundIndex];
// round robin over available samples to allow for concurrent playback.
nextHitSoundIndex = (nextHitSoundIndex + 1) % max_concurrent_hitsounds;
return hitSound;
}
}
}