mirror of
https://github.com/ppy/osu
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127 lines
4.5 KiB
C#
127 lines
4.5 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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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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.Framework.Graphics.Transforms;
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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 class SkinnableSound : SkinReloadableDrawable
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{
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private readonly ISampleInfo[] hitSamples;
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[Resolved]
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private ISampleStore samples { get; set; }
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public SkinnableSound(ISampleInfo hitSamples)
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: this(new[] { hitSamples })
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{
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}
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public SkinnableSound(IEnumerable<ISampleInfo> hitSamples)
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{
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this.hitSamples = hitSamples.ToArray();
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InternalChild = samplesContainer = new AudioContainer<DrawableSample>();
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}
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private bool looping;
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private readonly AudioContainer<DrawableSample> samplesContainer;
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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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/// <summary>
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/// Smoothly adjusts <see cref="Volume"/> over time.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public TransformSequence<DrawableAudioWrapper> VolumeTo(double newVolume, double duration = 0, Easing easing = Easing.None) =>
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samplesContainer.VolumeTo(newVolume, duration, easing);
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/// <summary>
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/// Smoothly adjusts <see cref="Balance"/> over time.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public TransformSequence<DrawableAudioWrapper> BalanceTo(double newBalance, double duration = 0, Easing easing = Easing.None) =>
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samplesContainer.BalanceTo(newBalance, duration, easing);
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/// <summary>
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/// Smoothly adjusts <see cref="Frequency"/> over time.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public TransformSequence<DrawableAudioWrapper> FrequencyTo(double newFrequency, double duration = 0, Easing easing = Easing.None) =>
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samplesContainer.FrequencyTo(newFrequency, duration, easing);
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/// <summary>
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/// Smoothly adjusts <see cref="Tempo"/> over time.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public TransformSequence<DrawableAudioWrapper> TempoTo(double newTempo, double duration = 0, Easing easing = Easing.None) =>
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samplesContainer.TempoTo(newTempo, duration, easing);
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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 void Play() => samplesContainer.ForEach(c =>
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{
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if (c.AggregateVolume.Value > 0)
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c.Play();
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});
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public void Stop() => samplesContainer.ForEach(c => c.Stop());
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public override bool IsPresent => Scheduler.HasPendingTasks;
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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var channels = hitSamples.Select(s =>
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{
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var ch = skin.GetSample(s);
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if (ch == null && allowFallback)
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{
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foreach (var lookup in s.LookupNames)
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{
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if ((ch = samples.Get($"Gameplay/{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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{
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ch.Looping = looping;
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ch.Volume.Value = s.Volume / 100.0;
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}
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return ch;
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}).Where(c => c != null);
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samplesContainer.ChildrenEnumerable = channels.Select(c => new DrawableSample(c));
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}
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}
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}
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