diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs index 72502c02cd..07f40f763b 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs @@ -2,6 +2,7 @@ // See the LICENCE file in the repository root for full licence text. using System; +using System.Linq; using osuTK; using osu.Framework.Graphics; using osu.Game.Rulesets.Objects.Drawables; @@ -11,6 +12,7 @@ using osu.Framework.Bindables; using osu.Framework.Graphics.Containers; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Osu.Skinning; +using osu.Game.Rulesets.Osu.UI; using osu.Game.Rulesets.Scoring; using osuTK.Graphics; using osu.Game.Skinning; @@ -81,6 +83,42 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables foreach (var drawableHitObject in NestedHitObjects) drawableHitObject.AccentColour.Value = colour.NewValue; }, true); + + Tracking.BindValueChanged(updateSlidingSample); + } + + private SkinnableSound slidingSample; + + protected override void LoadSamples() + { + base.LoadSamples(); + + slidingSample?.Expire(); + slidingSample = null; + + var firstSample = HitObject.Samples.FirstOrDefault(); + + if (firstSample != null) + { + var clone = HitObject.SampleControlPoint.ApplyTo(firstSample); + clone.Name = "sliderslide"; + + AddInternal(slidingSample = new SkinnableSound(clone) + { + Looping = true + }); + } + } + + private void updateSlidingSample(ValueChangedEvent tracking) + { + // note that samples will not start playing if exiting a seek operation in the middle of a slider. + // may be something we want to address at a later point, but not so easy to make happen right now + // (SkinnableSound would need to expose whether the sample is already playing and this logic would need to run in Update). + if (tracking.NewValue && ShouldPlaySamples) + slidingSample?.Play(); + else + slidingSample?.Stop(); } protected override void AddNestedHitObject(DrawableHitObject hitObject) @@ -156,6 +194,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables Tracking.Value = Ball.Tracking; + if (Tracking.Value && slidingSample != null) + // keep the sliding sample playing at the current tracking position + slidingSample.Balance.Value = CalculateSamplePlaybackBalance(Ball.X / OsuPlayfield.BASE_SIZE.X); + double completionProgress = Math.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1); Ball.UpdateProgress(completionProgress); diff --git a/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs b/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs index b633cb0860..f275153ce3 100644 --- a/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs +++ b/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs @@ -126,7 +126,7 @@ namespace osu.Game.Rulesets.Objects.Drawables if (Result == null) throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}."); - loadSamples(); + LoadSamples(); } protected override void LoadComplete() @@ -145,14 +145,14 @@ namespace osu.Game.Rulesets.Objects.Drawables } samplesBindable = HitObject.SamplesBindable.GetBoundCopy(); - samplesBindable.CollectionChanged += (_, __) => loadSamples(); + samplesBindable.CollectionChanged += (_, __) => LoadSamples(); apply(HitObject); updateState(ArmedState.Idle, true); } - private void loadSamples() + protected virtual void LoadSamples() { if (Samples != null) { @@ -353,17 +353,32 @@ namespace osu.Game.Rulesets.Objects.Drawables [Resolved(canBeNull: true)] private GameplayClock gameplayClock { get; set; } + /// + /// Calculate the position to be used for sample playback at a specified X position (0..1). + /// + /// The lookup X position. Generally should be . + /// + protected double CalculateSamplePlaybackBalance(double position) + { + const float balance_adjust_amount = 0.4f; + + return balance_adjust_amount * (userPositionalHitSounds.Value ? position - 0.5f : 0); + } + + /// + /// Whether samples should currently be playing. Will be false during seek operations. + /// + protected bool ShouldPlaySamples => gameplayClock?.IsSeeking != true; + /// /// Plays all the hit sounds for this . /// This is invoked automatically when this is hit. /// public virtual void PlaySamples() { - const float balance_adjust_amount = 0.4f; - - if (Samples != null && gameplayClock?.IsSeeking != true) + if (Samples != null && ShouldPlaySamples) { - Samples.Balance.Value = balance_adjust_amount * (userPositionalHitSounds.Value ? SamplePlaybackPosition - 0.5f : 0); + Samples.Balance.Value = CalculateSamplePlaybackBalance(SamplePlaybackPosition); Samples.Play(); } }