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Move metronome into own class and rename to avoid conflict with mod sounds
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91
osu.Game/Rulesets/Mods/MetronomeBeat.cs
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91
osu.Game/Rulesets/Mods/MetronomeBeat.cs
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// 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.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Mods
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{
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public class MetronomeBeat : BeatSyncedContainer, IAdjustableAudioComponent
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{
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private readonly double firstHitTime;
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private readonly PausableSkinnableSound sample;
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/// <param name="firstHitTime">Start time of the first hit object, used for providing a count down.</param>
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public MetronomeBeat(double firstHitTime)
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{
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this.firstHitTime = firstHitTime;
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AllowMistimedEventFiring = false;
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Divisor = 1;
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InternalChild = sample = new PausableSkinnableSound(new SampleInfo("Gameplay/catch-banana"));
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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{
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base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
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if (!IsBeatSyncedWithTrack) return;
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int timeSignature = timingPoint.TimeSignature.Numerator;
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// play metronome from one measure before the first object.
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if (BeatSyncClock.CurrentTime < firstHitTime - timingPoint.BeatLength * timeSignature)
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return;
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sample.Frequency.Value = beatIndex % timeSignature == 0 ? 1 : 0.5f;
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sample.Play();
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}
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#region IAdjustableAudioComponent
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public IBindable<double> AggregateVolume => sample.AggregateVolume;
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public IBindable<double> AggregateBalance => sample.AggregateBalance;
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public IBindable<double> AggregateFrequency => sample.AggregateFrequency;
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public IBindable<double> AggregateTempo => sample.AggregateTempo;
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public BindableNumber<double> Volume => sample.Volume;
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public BindableNumber<double> Balance => sample.Balance;
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public BindableNumber<double> Frequency => sample.Frequency;
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public BindableNumber<double> Tempo => sample.Tempo;
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public void BindAdjustments(IAggregateAudioAdjustment component)
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{
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sample.BindAdjustments(component);
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}
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public void UnbindAdjustments(IAggregateAudioAdjustment component)
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{
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sample.UnbindAdjustments(component);
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}
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public void AddAdjustment(AdjustableProperty type, IBindable<double> adjustBindable)
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{
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sample.AddAdjustment(type, adjustBindable);
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}
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public void RemoveAdjustment(AdjustableProperty type, IBindable<double> adjustBindable)
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{
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sample.RemoveAdjustment(type, adjustBindable);
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}
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public void RemoveAllAdjustments(AdjustableProperty type)
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{
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sample.RemoveAllAdjustments(type);
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}
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#endregion
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}
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}
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