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https://github.com/ppy/osu
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43 lines
1.9 KiB
C#
43 lines
1.9 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 osu.Framework.Allocation;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Skinning.Argon
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{
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internal partial class ArgonDrumSamplePlayer : DrumSamplePlayer
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{
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private ArgonFlourishTriggerSource argonFlourishTrigger = null!;
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[BackgroundDependencyLoader]
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private void load(Playfield playfield, IPooledSampleProvider sampleProvider)
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{
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var hitObjectContainer = playfield.HitObjectContainer;
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// Warm up pools for non-standard samples.
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sampleProvider.GetPooledSample(new VolumeAwareHitSampleInfo(new HitSampleInfo(HitSampleInfo.HIT_NORMAL), true));
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sampleProvider.GetPooledSample(new VolumeAwareHitSampleInfo(new HitSampleInfo(HitSampleInfo.HIT_CLAP), true));
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sampleProvider.GetPooledSample(new VolumeAwareHitSampleInfo(new HitSampleInfo(HitSampleInfo.HIT_FLOURISH), true));
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// We want to play back flourishes in an isolated source as to not have them cancelled.
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AddInternal(argonFlourishTrigger = new ArgonFlourishTriggerSource(hitObjectContainer));
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}
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protected override DrumSampleTriggerSource CreateTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance) =>
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new ArgonDrumSampleTriggerSource(hitObjectContainer, balance);
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protected override void Play(DrumSampleTriggerSource triggerSource, HitType hitType, bool strong)
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{
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base.Play(triggerSource, hitType, strong);
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// This won't always play something, but the logic for flourish playback is contained within.
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argonFlourishTrigger.Play(hitType, strong);
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}
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}
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}
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