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Holodance V0.7.5: New Skipping / Pause Handling, Audio Settings, Rhythmic Cameras

If you are not on the beta or alpha branch, and not following those updates, this is a fairly huge release. We've had 8 alphas / betas and you can get up to date with the last beta-branch patch notes of V0.7.5b7 (which includes all changes of all those alphas and betas): Holodance V0.7.5b7 (Beta-Branch): Using osu.db, skipping in songs with gaps in beatmaps

Since b7, there were still some significant changes. Most important: Pause is no longer on the trigger button but on the menu button instead. For new players, this will be obvious (it's really where you'd expect it) - but existing players, don't panic when trigger does not trigger pause anymore, simply try the menu button (the one above the touchpad).

We now also have audio settings so you can finally change the volume of music vs effects, and also the (new) UI sounds and, more importantly, the hitsounds.

If you like creating videos with Holodance and you were annoyed that "Switch Cameras (Auto)" in Streamer mode never worked. Well, now it does. See some known limitations with this below (at the end of the list) but I still think this will be very useful even in its current state.

Here's the full changes since V0.7.5b7:

  • osu!-beatmaps: Automatic beatmap downloading now only is triggered for Favorites and Last Played because that's where it actually only really makes sense, and it did cause trouble when done for the main library for some players.
  • osu!-beatmaps: Fixed issue where next page button sometimes stopped working in the middle of the list. The bug that caused this also had a rather severe impact on performance; the new approach is much cleaner.
  • Our audio-control had a logic inversion where forcing volume changes resulted in actually not forcing them, and the other way round. This is fixed now, hopefully without side-effects.
  • osu!-beatmaps: Music was generally played too loud (compared to native songs and hitsounds). Now, osu! songs are consistent in volume with other music in the game.
  • Refactoring: Moved audio-related code from GameStateManager to a new component AudioManager as a preparation for letting users control music and sound fx volumes. Also added a new in-between mixer for music so that we can control volume of all music independently of the mixer snapshots.
  • Introduced new Settings UI for Audio Settings; also a preparation for letting players control volumes of music vs. hit sounds; but this will also be the place where you can select hit sound themes.
  • Moved "Skip into Song" from Expert Settings to Audio Settings because that's where it now belongs. This also gives us more room in the Expert Settings.
  • Added "Mixer" section in Audio Settings which lets you control the volume of music vs. effects, and also each individual hit sound
  • Added a first prototype for UI sounds in the osu! filebrowser. If you find the sounds annoying, you can turn them down in the Mixer section in the new Audio Settings. There are some known issues like some sounds sounding not really great, and some sounds being cut off under certain circumstances. We'll work on both (see below ;-) )
  • Created an audio source pool; this gives us much more flexibility especially for the UI sounds and also reduces the memory footprint of orbs because we originally had one AudioSource for each hit sound, and now we'll only have a single AudioSource for each orb, and will reuse those. Also, it fixes the issue that sometimes, sounds were cut off because the AudioSources no longer are children of objects that might get disabled (e.g. when hitting play in the osu!-beatmap browser).
  • Added mixer settings for the different types of hitsounds: Perfect, Offbeat, Missed, Multiplier Gained and Multiplier Lost. And added some fancy UI magic to audio settings to make it more obvious which has an effect on what (like: switching off audio-feedback makes the Effects transparent because they won't be played anymore, anyways; also the effects volume slider directly sets the transparency of the whole FX Subgroup because Effects controls the overall volume of the mix of all hit sounds ... if this was confusing, just try it, and you'll understand what this fairly abstract and technical text actually means). One thing we don't have in, yet, is direct audio feedback for each slider (except UI) while you're changing the values. But that's coming ... soon.
  • Redesigned how pause/skipping and "fast skipping" (skipping inside a song) works. Pause is now triggered via the menu button so you can trigger it independently of skipping. This way, you also cannot accidentally skip when you want to pause anymore. Also fixed a UI issue where pulling the trigger for a moment while fast skipping is available would remove the UI from view.
  • Opening and closing the dashboard while pause was active caused the game to unpause and have the catchers break. This is now fixed. Thanks to dkabot for reporting these issues (also the one where the skipping you disappeared when you pulled the trigger for a moment)
  • FINALLY We have the automatic rhythmic camera switching in Streamer mode. That checkbox has been there for weeks, if not months, but didn't really do anything (except kind of break things). Now you can select which cameras should be part of the rhythmic switching and activate to have one "cut to another camera" each bar. Current limitations: You cannot set up another time (like every beat, or only every four or eight bars), and this gets out of rhythm with beatmaps that change BPM or that have an offset in the beginning (i.e. the sound file does not start at "1" in the first bar). Also, we don't have animated cameras, yet. All of that will come :wink: