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Avoid beatmap load call in IntroScreen
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@ -3,6 +3,7 @@
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using NUnit.Framework;
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using osu.Framework.Screens;
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using osu.Framework.Utils;
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using osu.Game.Screens.Menu;
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namespace osu.Game.Tests.Visual.Menus
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@ -15,7 +16,7 @@ namespace osu.Game.Tests.Visual.Menus
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public TestSceneIntroWelcome()
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{
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AddUntilStep("wait for load", () => MusicController.TrackLoaded);
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AddAssert("correct track", () => Precision.AlmostEquals(MusicController.CurrentTrack.Length, 48000, 1));
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AddAssert("check if menu music loops", () => MusicController.CurrentTrack.Looping);
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}
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}
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@ -66,6 +66,7 @@ namespace osu.Game.Screens.Menu
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/// <summary>
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/// Whether the <see cref="Track"/> is provided by osu! resources, rather than a user beatmap.
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/// Only valid during or after <see cref="LogoArriving"/>.
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/// </summary>
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protected bool UsingThemedIntro { get; private set; }
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@ -115,7 +116,6 @@ namespace osu.Game.Screens.Menu
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if (setInfo != null)
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{
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initialBeatmap = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);
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UsingThemedIntro = !initialBeatmap.LoadTrack().IsDummyDevice;
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}
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return UsingThemedIntro;
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@ -169,6 +169,7 @@ namespace osu.Game.Screens.Menu
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{
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beatmap.Value = initialBeatmap;
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Track = musicController.CurrentTrack;
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UsingThemedIntro = !initialBeatmap.LoadTrack().IsDummyDevice;
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logo.MoveTo(new Vector2(0.5f));
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logo.ScaleTo(Vector2.One);
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@ -44,7 +44,7 @@ namespace osu.Game.Screens.Menu
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[BackgroundDependencyLoader]
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private void load()
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{
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if (MenuVoice.Value && !UsingThemedIntro)
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if (MenuVoice.Value)
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welcome = audio.Samples.Get(@"Intro/welcome");
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}
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