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Increase precision of aggregate volume rounding
It should be large enough to account for true accuracy but small enough to disregard any hair-thin inaccuracy found at the very end of the float value.
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@ -551,7 +551,7 @@ namespace osu.Game.Screens.Play
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if (!muteWarningShownOnce.Value)
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{
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// Checks if the notification has not been shown yet and also if master volume is muted, track/music volume is muted or if the whole game is muted.
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if (volumeOverlay?.IsMuted.Value == true || Math.Floor(audioManager.Volume.Value * audioManager.VolumeTrack.Value * 100) / 100 <= volume_requirement)
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if (volumeOverlay?.IsMuted.Value == true || Math.Floor(audioManager.Volume.Value * audioManager.VolumeTrack.Value * 1e6) / 1e6 <= volume_requirement)
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{
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notificationOverlay?.Post(new MutedNotification());
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muteWarningShownOnce.Value = true;
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@ -582,7 +582,7 @@ namespace osu.Game.Screens.Play
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// Check values before resetting, as the user may have only had mute enabled, in which case we might not need to adjust volumes.
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// Note that we only restore to -20 dB to ensure the user isn't suddenly overloaded by unexpectedly high volume.
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if (Math.Floor(audioManager.Volume.Value * audioManager.VolumeTrack.Value * 100) / 100 <= volume_requirement)
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if (Math.Floor(audioManager.Volume.Value * audioManager.VolumeTrack.Value * 1e6) / 1e6 <= volume_requirement)
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{
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// Prioritize increasing music over master volume as to avoid also increasing effects volume.
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const double target = 0.1;
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