osu/osu.Game/Skinning/SkinnableSound.cs

136 lines
4.3 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.Collections.Generic;
using System.Linq;
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.Audio;
using osu.Framework.Graphics.Containers;
using osu.Game.Audio;
namespace osu.Game.Skinning
{
public class SkinnableSound : SkinReloadableDrawable, IAdjustableAudioComponent
{
private readonly ISampleInfo[] hitSamples;
[Resolved]
private ISampleStore samples { get; set; }
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<DrawableSample> SamplesContainer;
public SkinnableSound(ISampleInfo hitSamples)
: this(new[] { hitSamples })
{
}
public SkinnableSound(IEnumerable<ISampleInfo> hitSamples)
{
this.hitSamples = hitSamples.ToArray();
InternalChild = SamplesContainer = new AudioContainer<DrawableSample>();
}
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)
{
bool wasPlaying = IsPlaying;
var channels = hitSamples.Select(s =>
{
var ch = skin.GetSample(s);
if (ch == null && allowFallback)
{
foreach (var lookup in s.LookupNames)
{
if ((ch = samples.Get($"Gameplay/{lookup}")) != null)
break;
}
}
if (ch != null)
{
ch.Looping = looping;
ch.Volume.Value = s.Volume / 100.0;
}
return ch;
}).Where(c => c != null);
SamplesContainer.ChildrenEnumerable = channels.Select(c => new DrawableSample(c));
// Start playback internally for the new samples if the previous ones were playing beforehand.
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
}
}