4e6988d21b
As it turns out, native directory separators are not supported
2017-12-28 01:05:50 +09:00
3f73a9a693
Add better sample fallback logic
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Also adds support for null channels at InputDrum level.
2017-12-27 21:44:04 +09:00
46ef17354e
Simplify path construction
2017-12-27 21:05:16 +09:00
9690591593
Make taiko use namespaced hitsounds
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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
2db68df999
Simplify DrawableHitObject's sample load code
2017-12-23 17:20:14 +09:00
9ca03c0209
Simplify and tidy sample retrieval
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Less static weirdness
2017-12-23 16:46:02 +09:00
5026c7a95e
SoundControlPoint -> SampleControlPoint
2017-12-23 16:34:34 +09:00
46865bbacd
Merge remote-tracking branch 'upstream/master' into taiko-hitsounds-fix
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# Conflicts:
# osu.Game/Audio/SampleInfo.cs
2017-12-23 14:50:35 +09:00
a3fcc0b60c
Back to using SortedLists
2017-12-21 19:40:41 +09:00
cb7e192aff
Determine SampleInfo defaults in DrawableHitObject
2017-12-21 16:02:33 +09:00
4b3cf0773d
Various CI adjustments
2017-12-08 09:52:58 +01:00
61a6a2919e
Fixed multiple critical bugs and changed allSamples to a normal Dictionary for faster access
2017-12-08 09:41:13 +01:00
d2f3d5a807
Added basic SampleInfo.FromSoundPoint and GetChannel methods
2017-12-07 23:09:51 +01:00
851c20aff0
Add a few comments
2017-12-07 11:17:32 +09:00
ea2c67ca5f
Fix incorrect serialization condition
2017-12-07 11:10:46 +09:00
41b607c165
Dont serialize hitobject sample properties copied from the control point
2017-12-07 03:40:43 +09:00
4cc309e5a7
Make hit sounds into consts.
2017-04-06 12:14:06 +09:00
eb82a4c090
Back to using SampleInfo + fix taiko beatmap conversion.
2017-04-06 11:41:16 +09:00