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Simplify and tidy sample retrieval
Less static weirdness
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@ -55,7 +55,7 @@ namespace osu.Game.Beatmaps.ControlPoints
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/// </summary>
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/// <param name="time">The time to find the sound control point at.</param>
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/// <returns>The sound control point.</returns>
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public SampleControlPoint SamplePointAt(double time) => binarySearch(SamplePoints, time);
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public SampleControlPoint SamplePointAt(double time) => binarySearch(SamplePoints, time, SamplePoints.FirstOrDefault());
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/// <summary>
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/// Finds the timing control point that is active at <paramref name="time"/>.
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@ -1,6 +1,8 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Audio;
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namespace osu.Game.Beatmaps.ControlPoints
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{
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public class SampleControlPoint : ControlPoint
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@ -16,5 +18,17 @@ namespace osu.Game.Beatmaps.ControlPoints
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/// The default sample volume at this control point.
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/// </summary>
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public int SampleVolume;
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/// <summary>
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/// Create a SampleInfo based on the sample settings in this control point.
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/// </summary>
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/// <param name="sampleName">The name of the same.</param>
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/// <returns>A populated <see cref="SampleInfo"/>.</returns>
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public SampleInfo GetSampleInfo(string sampleName = SampleInfo.HIT_NORMAL) => new SampleInfo
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{
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Bank = SampleBank,
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Name = sampleName,
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Volume = SampleVolume,
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};
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}
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}
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