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Change debounce back to using scheduler
Should better allow for adjusting in the future, as well.
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@ -8,6 +8,7 @@ using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Threading;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Online.API;
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@ -38,12 +39,13 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
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private Sample sampleReady;
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private Sample sampleReadyAll;
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private Sample sampleUnready;
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private double unreadyLastPlaybackTime;
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private readonly ButtonWithTrianglesExposed button;
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private int countReady;
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private ScheduledDelegate readySampleDelegate;
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public MultiplayerReadyButton()
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{
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InternalChild = button = new ButtonWithTrianglesExposed
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@ -63,8 +65,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
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sampleReady = audio.Samples.Get(@"Multiplayer/player-ready");
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sampleReadyAll = audio.Samples.Get(@"Multiplayer/player-ready-all");
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sampleUnready = audio.Samples.Get(@"Multiplayer/player-unready");
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unreadyLastPlaybackTime = Time.Current;
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}
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protected override void OnRoomUpdated()
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@ -117,6 +117,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
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if (newCountReady == countReady)
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return;
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readySampleDelegate?.Cancel();
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readySampleDelegate = Schedule(() =>
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{
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if (newCountReady > countReady)
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{
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if (newCountReady == newCountTotal)
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@ -124,17 +127,13 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
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else
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sampleReady?.Play();
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}
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else
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{
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// debounce sample playback to prevent the mass-unready of game mode changes from deafening players
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if (Time.Current - unreadyLastPlaybackTime > 10)
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else if (newCountReady < countReady)
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{
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sampleUnready?.Play();
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unreadyLastPlaybackTime = Time.Current;
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}
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}
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countReady = newCountReady;
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});
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}
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private void updateButtonColour(bool green)
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