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Apply nullability to ducking methods

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Dean Herbert 2024-07-05 12:58:18 +09:00
parent 7f84e377ab
commit 0696e2df32
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@ -61,8 +61,9 @@ namespace osu.Game.Overlays
[Resolved]
private RealmAccess realm { get; set; } = null!;
private AudioFilter audioDuckFilter;
private readonly BindableDouble audioDuckVolume = new BindableDouble(1);
private AudioFilter? audioDuckFilter;
private bool audioDuckActive;
[BackgroundDependencyLoader]
@ -268,7 +269,7 @@ namespace osu.Game.Overlays
/// <param name="easing">Easing for the ducking transition.</param>
/// <param name="unduckDuration">Duration of the unducking transition, in ms.</param>
/// <param name="unduckEasing">Easing for the unducking transition.</param>
public IDisposable Duck(int duration = 0, float duckVolumeTo = 0.25f, int? duckCutoffTo = 300, Easing easing = Easing.OutCubic, int unduckDuration = 500, Easing unduckEasing = Easing.InCubic)
public IDisposable? Duck(int duration = 0, float duckVolumeTo = 0.25f, int? duckCutoffTo = 300, Easing easing = Easing.OutCubic, int unduckDuration = 500, Easing unduckEasing = Easing.InCubic)
{
if (audioDuckActive) return null;
@ -295,7 +296,8 @@ namespace osu.Game.Overlays
/// <param name="duckCutoffTo">Cutoff frequency to drop `AudioFilter` to. Use `null` to skip filter effect.</param>
/// <param name="duckDuration">Duration of the ducking transition, in ms.</param>
/// <param name="duckEasing">Easing for the ducking transition.</param>
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)
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)
{
if (audioDuckActive) return;