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Apply nullability to ducking methods
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@ -61,8 +61,9 @@ namespace osu.Game.Overlays
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[Resolved]
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private RealmAccess realm { get; set; } = null!;
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private AudioFilter audioDuckFilter;
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private readonly BindableDouble audioDuckVolume = new BindableDouble(1);
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private AudioFilter? audioDuckFilter;
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private bool audioDuckActive;
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[BackgroundDependencyLoader]
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@ -268,7 +269,7 @@ namespace osu.Game.Overlays
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/// <param name="easing">Easing for the ducking transition.</param>
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/// <param name="unduckDuration">Duration of the unducking transition, in ms.</param>
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/// <param name="unduckEasing">Easing for the unducking transition.</param>
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public IDisposable Duck(int duration = 0, float duckVolumeTo = 0.25f, int? duckCutoffTo = 300, Easing easing = Easing.OutCubic, int unduckDuration = 500, Easing unduckEasing = Easing.InCubic)
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public IDisposable? Duck(int duration = 0, float duckVolumeTo = 0.25f, int? duckCutoffTo = 300, Easing easing = Easing.OutCubic, int unduckDuration = 500, Easing unduckEasing = Easing.InCubic)
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{
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if (audioDuckActive) return null;
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@ -295,7 +296,8 @@ namespace osu.Game.Overlays
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/// <param name="duckCutoffTo">Cutoff frequency to drop `AudioFilter` to. Use `null` to skip filter effect.</param>
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/// <param name="duckDuration">Duration of the ducking transition, in ms.</param>
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/// <param name="duckEasing">Easing for the ducking transition.</param>
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public void DuckMomentarily(int delay, int unduckDuration = 500, Easing unduckEasing = Easing.InCubic, float duckVolumeTo = 0.25f, int? duckCutoffTo = 300, int duckDuration = 0, Easing duckEasing = Easing.OutCubic)
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public void DuckMomentarily(int delay, int unduckDuration = 500, Easing unduckEasing = Easing.InCubic, float duckVolumeTo = 0.25f, int? duckCutoffTo = 300, int duckDuration = 0,
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Easing duckEasing = Easing.OutCubic)
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{
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if (audioDuckActive) return;
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