mirror of
https://github.com/ppy/osu
synced 2024-12-13 18:37:04 +00:00
275 lines
8.5 KiB
C#
275 lines
8.5 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 System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Audio;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
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namespace osu.Game.Skinning
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{
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public interface IPooledSampleProvider
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{
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[CanBeNull]
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PoolableSkinnableSample GetPooledSample(ISampleInfo sampleInfo);
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}
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public class PoolableSkinnableSample : SkinReloadableDrawable, IAggregateAudioAdjustment, IAdjustableAudioComponent
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{
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private ISampleInfo sampleInfo;
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private DrawableSample sample;
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[Resolved]
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private ISampleStore sampleStore { get; set; }
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[Cached]
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private readonly AudioAdjustments adjustments = new AudioAdjustments();
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public PoolableSkinnableSample()
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{
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}
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public PoolableSkinnableSample(ISampleInfo sampleInfo)
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{
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Apply(sampleInfo);
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}
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public void Apply(ISampleInfo sampleInfo)
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{
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if (this.sampleInfo != null)
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throw new InvalidOperationException($"A {nameof(PoolableSkinnableSample)} cannot be applied multiple {nameof(ISampleInfo)}s.");
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this.sampleInfo = sampleInfo;
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if (LoadState >= LoadState.Ready)
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updateSample();
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}
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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base.SkinChanged(skin, allowFallback);
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updateSample();
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}
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private void updateSample()
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{
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ClearInternal();
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var ch = CurrentSkin.GetSample(sampleInfo);
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if (ch == null && AllowDefaultFallback)
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{
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foreach (var lookup in sampleInfo.LookupNames)
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{
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if ((ch = sampleStore.Get(lookup)) != null)
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break;
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}
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}
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if (ch == null)
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return;
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AddInternal(sample = new DrawableSample(ch)
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{
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Looping = Looping,
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Volume = { Value = sampleInfo.Volume / 100.0 }
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});
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}
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public void Play(bool restart = true) => sample?.Play(restart);
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public void Stop() => sample?.Stop();
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public bool Playing => sample?.Playing ?? false;
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private bool looping;
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public bool Looping
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{
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get => looping;
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set
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{
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looping = value;
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if (sample != null)
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sample.Looping = value;
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}
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}
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/// <summary>
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/// The volume of this component.
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/// </summary>
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public BindableNumber<double> Volume => adjustments.Volume;
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/// <summary>
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/// The playback balance of this sample (-1 .. 1 where 0 is centered)
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/// </summary>
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public BindableNumber<double> Balance => adjustments.Balance;
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/// <summary>
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/// Rate at which the component is played back (affects pitch). 1 is 100% playback speed, or default frequency.
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/// </summary>
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public BindableNumber<double> Frequency => adjustments.Frequency;
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/// <summary>
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/// Rate at which the component is played back (does not affect pitch). 1 is 100% playback speed.
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/// </summary>
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public BindableNumber<double> Tempo => adjustments.Tempo;
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public void AddAdjustment(AdjustableProperty type, BindableNumber<double> adjustBindable)
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=> adjustments.AddAdjustment(type, adjustBindable);
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public void RemoveAdjustment(AdjustableProperty type, BindableNumber<double> adjustBindable)
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=> adjustments.RemoveAdjustment(type, adjustBindable);
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public void RemoveAllAdjustments(AdjustableProperty type) => adjustments.RemoveAllAdjustments(type);
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public IBindable<double> AggregateVolume => adjustments.AggregateVolume;
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public IBindable<double> AggregateBalance => adjustments.AggregateBalance;
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public IBindable<double> AggregateFrequency => adjustments.AggregateFrequency;
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public IBindable<double> AggregateTempo => adjustments.AggregateTempo;
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}
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public class SkinnableSound : SkinReloadableDrawable, IAdjustableAudioComponent
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{
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public override bool RemoveWhenNotAlive => false;
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public override bool RemoveCompletedTransforms => false;
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/// <summary>
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/// Whether to play the underlying sample when aggregate volume is zero.
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/// Note that this is checked at the point of calling <see cref="Play"/>; changing the volume post-play will not begin playback.
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/// Defaults to false unless <see cref="Looping"/>.
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/// </summary>
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/// <remarks>
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/// Can serve as an optimisation if it is known ahead-of-time that this behaviour is allowed in a given use case.
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/// </remarks>
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protected bool PlayWhenZeroVolume => Looping;
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protected readonly AudioContainer<PoolableSkinnableSample> SamplesContainer;
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[Resolved]
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private ISampleStore sampleStore { get; set; }
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[Resolved(CanBeNull = true)]
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private IPooledSampleProvider pooledProvider { get; set; }
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public SkinnableSound(ISampleInfo sample)
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: this(new[] { sample })
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{
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}
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public SkinnableSound(IEnumerable<ISampleInfo> samples)
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{
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this.samples = samples.ToArray();
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InternalChild = SamplesContainer = new AudioContainer<PoolableSkinnableSample>();
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}
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private ISampleInfo[] samples;
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public ISampleInfo[] Samples
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{
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get => samples;
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set
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{
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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if (samples == value)
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return;
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samples = value;
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if (LoadState >= LoadState.Ready)
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updateSamples();
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}
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}
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private bool looping;
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public bool Looping
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{
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get => looping;
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set
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{
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if (value == looping) return;
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looping = value;
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SamplesContainer.ForEach(c => c.Looping = looping);
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}
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}
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public virtual void Play()
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{
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SamplesContainer.ForEach(c =>
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{
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if (PlayWhenZeroVolume || c.AggregateVolume.Value > 0)
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c.Play();
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});
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}
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public virtual void Stop()
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{
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SamplesContainer.ForEach(c => c.Stop());
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}
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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// Start playback internally for the new samples if the previous ones were playing beforehand.
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if (IsPlaying)
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Play();
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}
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private void updateSamples()
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{
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bool wasPlaying = IsPlaying;
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// Remove all pooled samples (return them to the pool), and dispose the rest.
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SamplesContainer.RemoveAll(s => s.IsInPool);
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SamplesContainer.Clear();
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foreach (var s in samples)
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SamplesContainer.Add(pooledProvider?.GetPooledSample(s) ?? new PoolableSkinnableSample(s));
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if (wasPlaying)
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Play();
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}
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#region Re-expose AudioContainer
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public BindableNumber<double> Volume => SamplesContainer.Volume;
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public BindableNumber<double> Balance => SamplesContainer.Balance;
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public BindableNumber<double> Frequency => SamplesContainer.Frequency;
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public BindableNumber<double> Tempo => SamplesContainer.Tempo;
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public void AddAdjustment(AdjustableProperty type, BindableNumber<double> adjustBindable)
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=> SamplesContainer.AddAdjustment(type, adjustBindable);
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public void RemoveAdjustment(AdjustableProperty type, BindableNumber<double> adjustBindable)
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=> SamplesContainer.RemoveAdjustment(type, adjustBindable);
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public void RemoveAllAdjustments(AdjustableProperty type)
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=> SamplesContainer.RemoveAllAdjustments(type);
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public bool IsPlaying => SamplesContainer.Any(s => s.Playing);
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#endregion
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}
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}
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