Add debounce to notification sample playback logic

This commit is contained in:
Dean Herbert 2021-09-05 13:22:37 +09:00
parent 1d23ac0f2d
commit 473e15e8f3
5 changed files with 34 additions and 33 deletions

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@ -9,6 +9,7 @@ using osu.Game.Overlays.Notifications;
using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics.Containers; using osu.Game.Graphics.Containers;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Localisation; using osu.Framework.Localisation;
using osu.Framework.Threading; using osu.Framework.Threading;
@ -29,6 +30,9 @@ namespace osu.Game.Overlays
private FlowContainer<NotificationSection> sections; private FlowContainer<NotificationSection> sections;
[Resolved]
private AudioManager audio { get; set; }
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load() private void load()
{ {
@ -104,6 +108,8 @@ namespace osu.Game.Overlays
private bool processingPosts = true; private bool processingPosts = true;
private double? lastSamplePlayback;
/// <summary> /// <summary>
/// Post a new notification for display. /// Post a new notification for display.
/// </summary> /// </summary>
@ -126,6 +132,7 @@ namespace osu.Game.Overlays
Show(); Show();
updateCounts(); updateCounts();
playDebouncedSample(notification.PopInSampleName);
}); });
protected override void Update() protected override void Update()
@ -154,7 +161,23 @@ namespace osu.Game.Overlays
this.FadeTo(0, TRANSITION_LENGTH, Easing.OutQuint); this.FadeTo(0, TRANSITION_LENGTH, Easing.OutQuint);
} }
private void notificationClosed() => updateCounts(); private void notificationClosed()
{
updateCounts();
// this debounce is currently shared between popin/popout sounds, which means one could potentially not play when the user is expecting it.
// popout is constant across all notification types, and should therefore be handled using playback concurrency instead, but seems broken at the moment.
playDebouncedSample("UI/overlay-pop-out");
}
private void playDebouncedSample(string sampleName)
{
if (lastSamplePlayback == null || Time.Current - lastSamplePlayback > 50)
{
audio.Samples.Get(sampleName)?.Play();
lastSamplePlayback = Time.Current;
}
}
private void updateCounts() private void updateCounts()
{ {

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@ -3,20 +3,18 @@
using System; using System;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour; using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Effects; using osu.Framework.Graphics.Effects;
using osu.Game.Graphics;
using osuTK;
using osuTK.Graphics;
using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Events; using osu.Framework.Input.Events;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers; using osu.Game.Graphics.Containers;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Overlays.Notifications namespace osu.Game.Overlays.Notifications
{ {
@ -42,10 +40,7 @@ namespace osu.Game.Overlays.Notifications
/// </summary> /// </summary>
public virtual bool DisplayOnTop => true; public virtual bool DisplayOnTop => true;
private Sample samplePopIn; public virtual string PopInSampleName => "UI/notification-pop-in";
private Sample samplePopOut;
protected virtual string PopInSampleName => "UI/notification-pop-in";
protected virtual string PopOutSampleName => "UI/overlay-pop-out"; // TODO: replace with a unique sample?
protected NotificationLight Light; protected NotificationLight Light;
private readonly CloseButton closeButton; private readonly CloseButton closeButton;
@ -114,7 +109,7 @@ namespace osu.Game.Overlays.Notifications
closeButton = new CloseButton closeButton = new CloseButton
{ {
Alpha = 0, Alpha = 0,
Action = () => Close(), Action = Close,
Anchor = Anchor.CentreRight, Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight, Origin = Anchor.CentreRight,
Margin = new MarginPadding Margin = new MarginPadding
@ -127,13 +122,6 @@ namespace osu.Game.Overlays.Notifications
}); });
} }
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
samplePopIn = audio.Samples.Get(PopInSampleName);
samplePopOut = audio.Samples.Get(PopOutSampleName);
}
protected override bool OnHover(HoverEvent e) protected override bool OnHover(HoverEvent e)
{ {
closeButton.FadeIn(75); closeButton.FadeIn(75);
@ -158,8 +146,6 @@ namespace osu.Game.Overlays.Notifications
{ {
base.LoadComplete(); base.LoadComplete();
samplePopIn?.Play();
this.FadeInFromZero(200); this.FadeInFromZero(200);
NotificationContent.MoveToX(DrawSize.X); NotificationContent.MoveToX(DrawSize.X);
NotificationContent.MoveToX(0, 500, Easing.OutQuint); NotificationContent.MoveToX(0, 500, Easing.OutQuint);
@ -167,15 +153,12 @@ namespace osu.Game.Overlays.Notifications
public bool WasClosed; public bool WasClosed;
public virtual void Close(bool playSound = true) public virtual void Close()
{ {
if (WasClosed) return; if (WasClosed) return;
WasClosed = true; WasClosed = true;
if (playSound)
samplePopOut?.Play();
Closed?.Invoke(); Closed?.Invoke();
this.FadeOut(100); this.FadeOut(100);
Expire(); Expire();

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@ -110,12 +110,7 @@ namespace osu.Game.Overlays.Notifications
private void clearAll() private void clearAll()
{ {
bool first = true; notifications.Children.ForEach(c => c.Close());
notifications.Children.ForEach(c =>
{
c.Close(first);
first = false;
});
} }
protected override void Update() protected override void Update()

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@ -150,12 +150,12 @@ namespace osu.Game.Overlays.Notifications
colourCancelled = colours.Red; colourCancelled = colours.Red;
} }
public override void Close(bool playSound = true) public override void Close()
{ {
switch (State) switch (State)
{ {
case ProgressNotificationState.Cancelled: case ProgressNotificationState.Cancelled:
base.Close(playSound); base.Close();
break; break;
case ProgressNotificationState.Active: case ProgressNotificationState.Active:

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@ -7,7 +7,7 @@ namespace osu.Game.Overlays.Notifications
{ {
public class SimpleErrorNotification : SimpleNotification public class SimpleErrorNotification : SimpleNotification
{ {
protected override string PopInSampleName => "UI/error-notification-pop-in"; public override string PopInSampleName => "UI/error-notification-pop-in";
public SimpleErrorNotification() public SimpleErrorNotification()
{ {