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Change to manual adjustment add/remove
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@ -55,6 +55,8 @@ namespace osu.Game.Screens.Play
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private bool backgroundBrightnessReduction;
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private readonly BindableDouble volumeAdjustment = new BindableDouble(1);
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protected bool BackgroundBrightnessReduction
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{
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set
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@ -104,9 +106,6 @@ namespace osu.Game.Screens.Play
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[Resolved]
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private AudioManager audioManager { get; set; }
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[Resolved]
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private MusicController musicController { get; set; }
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public PlayerLoader(Func<Player> createPlayer)
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{
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this.createPlayer = createPlayer;
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@ -172,6 +171,7 @@ namespace osu.Game.Screens.Play
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if (epilepsyWarning != null)
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epilepsyWarning.DimmableBackground = Background;
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Beatmap.Value.Track.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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content.ScaleTo(0.7f);
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Background?.FadeColour(Color4.White, 800, Easing.OutQuint);
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@ -200,6 +200,11 @@ namespace osu.Game.Screens.Play
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cancelLoad();
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BackgroundBrightnessReduction = false;
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// we're moving to player, so a period of silence is upcoming.
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// stop the track before removing adjustment to avoid a volume spike.
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Beatmap.Value.Track.Stop();
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Beatmap.Value.Track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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}
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public override bool OnExiting(IScreen next)
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@ -211,6 +216,7 @@ namespace osu.Game.Screens.Play
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Background.EnableUserDim.Value = false;
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BackgroundBrightnessReduction = false;
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Beatmap.Value.Track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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return base.OnExiting(next);
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}
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@ -335,11 +341,8 @@ namespace osu.Game.Screens.Play
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const double epilepsy_display_length = 3000;
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pushSequence
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.Schedule(() =>
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{
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musicController.CurrentTrack.VolumeTo(0.25, EpilepsyWarning.FADE_DURATION, Easing.OutQuint);
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epilepsyWarning.State.Value = Visibility.Visible;
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})
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.Schedule(() => epilepsyWarning.State.Value = Visibility.Visible)
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.TransformBindableTo(volumeAdjustment, 0.25, EpilepsyWarning.FADE_DURATION, Easing.OutQuint)
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.Delay(epilepsy_display_length)
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.Schedule(() =>
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{
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@ -359,10 +362,6 @@ namespace osu.Game.Screens.Play
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// Note that this may change if the player we load requested a re-run.
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ValidForResume = false;
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// restore full volume immediately - there's a usually a period of silence at start of gameplay anyway.
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// note that this is delayed slightly to avoid volume spikes just before push.
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musicController.CurrentTrack.Delay(50).VolumeTo(1);
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if (player.LoadedBeatmapSuccessfully)
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this.Push(player);
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else
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@ -378,10 +377,6 @@ namespace osu.Game.Screens.Play
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private void cancelLoad()
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{
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// in case the epilepsy warning is being displayed, restore full volume.
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if (epilepsyWarning?.IsAlive == true)
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musicController.CurrentTrack.VolumeTo(1, EpilepsyWarning.FADE_DURATION, Easing.OutQuint);
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scheduledPushPlayer?.Cancel();
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scheduledPushPlayer = null;
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}
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