Describe the missing feature:
The beat sounds in nightcore mod are missing.
Stable: https://streamable.com/wlw87
Lazer; https://streamable.com/2c7io
Can I try to solve this issue?
Wy not, I tried it. But I don't now how to solve it.
@souhailelk Anyone is welcomed to solve any opened issue here unless it's assigned to a specific developer.
It is a skin-based issue I think. osu! Lazer skins, along with the osu! classic ones have no beat sounds. So at first, I didn't reproduce this issue. Please change your skin to a custom one with beat sounds, and try if you can reproduce this issue again, Thanks!
@2403772980ygy wrong. If you read the code https://github.com/ppy/osu/blob/master/osu.Game/Rulesets/Mods/ModNightcore.cs nightcore sounds are not implemented at all. This is not a skin issue.
Ok, I'll try to fix it later, and I've already viewed this part of the code but this may be implemented in other parts. I'll try to find/fix them.
UPD: I found the implementation nowhere, and no place that can hold such an implementation, that is, I didn't find anything that can be overridden from the inherits.
Correct, there is no implementation and there are no interfaces for the exact implementation. It needs to be implemented in ModNightCore by continually playing a sample at the relevant beats.
You can look at other mods for structural references, but you'll need to have another method that gives the mod a skin source to query samples from, and another that gives the clock. The rest can be done in IUpdateableByPlayfield.
Well, I didn't get where are the skins implemented. Are they in osu.Framework or just osu?
UPD: I've found the skinning folder...... this name is just......
@smoogipoo May I add a new part named IUpdatableAudioAddition? I feel unsafe about simply implement everything in IUpdatableByPlayField and ModNightCore
What would be the difference between IUpdatableAudioAddition and IUpdatableByPlayfield? @smoogipoo suggested that it should use the playfield update interface because it's something to be executed every frame (continuously), and also to be executed when the playfield is loaded and shown on screen.
So there's no difference between those two approaches, right. Actually, I've already deleted that interface...... But I didn't modify my comments yet.
UPD: Should I implement the audio using SampleChannel or AudioManager or something else? And it seems that all the mod classes have nothing defined inside, is it really a good idea to define an audio manager kind of thing inside?
Well, I've concluded my problems as follows:
NightCoreMod.cs.So do we have a class reference or something like that? I'm willing to help much, but I have these problems, can someone help me out?
Well, I've concluded my problems as follows:
- not confident of adding so much things in
NightCoreMod.cs.- not being able to access other parts of the code because not being familiar with them.
So do we have a class reference or something like that? I'm willing to help much, but I have these problems, can someone help me out?
I think It would be best to take a good look at the source code and test with it for understanding how it functions, and if you were concerned about something related to the code or need help with it, you can reach us on the osu!dev discord server as we help you potentially help us there!
Most helpful comment
@souhailelk Anyone is welcomed to solve any opened issue here unless it's assigned to a specific developer.