osu/osu.Game/Skinning/SkinnableSound.cs
2020-11-19 19:51:09 +09:00

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