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https://github.com/ppy/osu
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105 lines
4.2 KiB
C#
105 lines
4.2 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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#nullable disable
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using System.Linq;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.UI
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{
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/// <summary>
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/// A component which can trigger the most appropriate hit sound for a given point in time, based on the state of a <see cref="HitObjectContainer"/>
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/// </summary>
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public partial class GameplaySampleTriggerSource : CompositeDrawable
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{
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/// <summary>
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/// The number of concurrent samples allowed to be played concurrently so that it feels better when spam-pressing a key.
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/// </summary>
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private const int max_concurrent_hitsounds = OsuGameBase.SAMPLE_CONCURRENCY;
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private readonly HitObjectContainer hitObjectContainer;
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private int nextHitSoundIndex;
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private readonly Container<SkinnableSound> hitSounds;
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public GameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
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{
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this.hitObjectContainer = hitObjectContainer;
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InternalChild = hitSounds = new Container<SkinnableSound>
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{
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Name = "concurrent sample pool",
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ChildrenEnumerable = Enumerable.Range(0, max_concurrent_hitsounds).Select(_ => new PausableSkinnableSound())
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};
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}
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private HitObjectLifetimeEntry fallbackObject;
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/// <summary>
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/// Play the most appropriate hit sound for the current point in time.
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/// </summary>
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public virtual void Play()
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{
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var nextObject = GetMostValidObject();
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if (nextObject == null)
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return;
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var samples = nextObject.Samples
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.Select(s => nextObject.SampleControlPoint.ApplyTo(s))
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.Cast<ISampleInfo>()
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.ToArray();
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PlaySamples(samples);
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}
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protected void PlaySamples(ISampleInfo[] samples) => Schedule(() =>
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{
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var hitSound = getNextSample();
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hitSound.Samples = samples;
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hitSound.Play();
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});
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protected HitObject GetMostValidObject()
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{
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// The most optimal lookup case we have is when an object is alive. There are usually very few alive objects so there's no drawbacks in attempting this lookup each time.
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var hitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.HasResult != true)?.HitObject;
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// In the case a next object isn't available in drawable form, we need to do a somewhat expensive traversal to get a valid sound to play.
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if (hitObject == null)
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{
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// This lookup can be skipped if the last entry is still valid (in the future and not yet hit).
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if (fallbackObject == null || fallbackObject.Result?.HasResult == true)
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{
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// We need to use lifetime entries to find the next object (we can't just use `hitObjectContainer.Objects` due to pooling - it may even be empty).
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// If required, we can make this lookup more efficient by adding support to get next-future-entry in LifetimeEntryManager.
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fallbackObject = hitObjectContainer.Entries
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.Where(e => e.Result?.HasResult != true).MinBy(e => e.HitObject.StartTime);
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// In the case there are no unjudged objects, the last hit object should be used instead.
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fallbackObject ??= hitObjectContainer.Entries.LastOrDefault();
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}
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hitObject = fallbackObject?.HitObject;
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}
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return hitObject;
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}
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private SkinnableSound getNextSample()
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{
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SkinnableSound hitSound = hitSounds[nextHitSoundIndex];
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// round robin over available samples to allow for concurrent playback.
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nextHitSoundIndex = (nextHitSoundIndex + 1) % max_concurrent_hitsounds;
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return hitSound;
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}
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}
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}
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