Commit Graph

13 Commits

Author SHA1 Message Date
0f8a76afde Remove manual hitobject sample namespacing 2020-01-02 14:27:27 +09:00
e987db37ec Add grouping of ControlPoints 2019-10-25 19:52:02 +09:00
60ea3d4e1a Fix skinning support for combobreak 2019-06-30 21:58:30 +09:00
8617aaa2a7 Update licence header (and remove year) 2019-01-24 17:43:03 +09:00
32a74f95a5 Normalize all the line endings 2018-04-13 18:26:38 +09:00
4a52df2dd4 Apply review 2018-02-24 23:07:02 +09:00
768e0a4e2a Add SkinnableSound class
Tidy things up, move logic out of SampleInfo.
2018-02-24 22:47:14 +09:00
6ceabfe19e Add basic hitsound skinning 2018-02-23 13:38:12 +09:00
37d393bca0 Update licence headers 2018-01-05 20:21:19 +09:00
519ef72adf Lookup by control point time rather than control point
Under some situations, such as when there are no control points, ControlPointInfo will return to us a newly-constructed controlpoint with every call to SamplePointAt, which will fail on this key lookup.

Between this and overriding GetHashCode, I think this is the more proper fix for this.
2017-12-27 13:03:46 +09:00
9690591593 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.
2017-12-26 19:55:56 +09:00
14162b5d46 Make InputDrum handle all Normals/Claps, hitobjects all others 2017-12-26 14:18:23 +09:00
8bfdee586b Rename SwellSampleMapping -> DrumSampleMapping 2017-12-25 17:29:04 +09:00