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Fix GameplaySampleTriggerSource
not considering nested objects when determining the best sample to play
#22659
Fix GameplaySampleTriggerSource
not considering nested objects when determining the best sample to play
#22659
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… determining the best sample to play
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As pointed out in review, if the current time is after the end of the slider, the correct hit object to use for sample retrieval is the object itself, not any nested object.
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seems correct
Curious windows-only test failures here that I initially failed to spot... Something related to clock offsets? |
Yeah this is most definitely the windows-specific extra 15ms of offset:
I guess all seeks should be using |
While we correctly support this at a decoding level, the special case of taiko / mania playing back samples in a non-standard method meant that things would fall apart there.
This manifests in beatmaps which adjust sample sets or volumes mid-object (think osu!taiko drum roll or osu!mania hold notes), where the actual playback would not respect these adjustments.
GameplaySampleTriggerSource
test to not be realtime dependent #22658.See https://github.com/ppy/osu-wiki/pull/8791/files#r1106839986.
Also mentioned on #17247.
Can test using: Kenji Ninuma - DISCOPRINCE (peppy).osz.zip