Make taiko use namespaced hitsounds

This is a temporary solution for now that uses DrawableHitObject.SampleNamespace for the override. We will not want to do this going forward, and instead have the rulesets add their custom resource stores to the games', but that requires deciding where/when to apply/remove such resource stores, and is probably left to skinning.
This commit is contained in:
smoogipoo
2017-12-26 19:55:56 +09:00
parent c74561b3d4
commit 9690591593
6 changed files with 30 additions and 6 deletions

View File

@ -74,6 +74,9 @@ namespace osu.Game.Rulesets.Objects.Drawables
protected List<SampleChannel> Samples = new List<SampleChannel>();
protected virtual IEnumerable<SampleInfo> GetSamples() => HitObject.Samples;
// Todo: Rulesets should be overriding the resources instead, but we need to figure out where/when to apply overrides first
protected virtual string SampleNamespace => null;
public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
protected DrawableHitObject(TObject hitObject)
@ -101,7 +104,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
Volume = s.Volume > 0 ? s.Volume : HitObject.SampleControlPoint.SampleVolume
};
SampleChannel channel = localSampleInfo.GetChannel(audio.Sample);
SampleChannel channel = localSampleInfo.GetChannel(audio.Sample, SampleNamespace);
if (channel == null)
continue;