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