diff --git a/osu.Game/Screens/Menu/IntroScreen.cs b/osu.Game/Screens/Menu/IntroScreen.cs index 473e6b0364..1df5c503d6 100644 --- a/osu.Game/Screens/Menu/IntroScreen.cs +++ b/osu.Game/Screens/Menu/IntroScreen.cs @@ -46,8 +46,6 @@ namespace osu.Game.Screens.Menu protected ITrack Track { get; private set; } - private readonly BindableDouble exitingVolumeFade = new BindableDouble(1); - private const int exit_delay = 3000; private SampleChannel seeya; @@ -127,17 +125,35 @@ namespace osu.Game.Screens.Menu this.FadeIn(300); double fadeOutTime = exit_delay; + + var track = musicController.CurrentTrack; + + // ensure the track doesn't change or loop as we are exiting. + track.Looping = false; + Beatmap.Disabled = true; + // we also handle the exit transition. if (MenuVoice.Value) + { seeya.Play(); + + // if playing the outro voice, we have more time to have fun with the background track. + // initially fade to almost silent then ramp out over the remaining time. + const double initial_fade = 200; + track + .VolumeTo(0.03f, initial_fade).Then() + .VolumeTo(0, fadeOutTime - initial_fade, Easing.In); + } else + { fadeOutTime = 500; - audio.AddAdjustment(AdjustableProperty.Volume, exitingVolumeFade); - this.TransformBindableTo(exitingVolumeFade, 0, fadeOutTime).OnComplete(_ => this.Exit()); + // if outro voice is turned off, just do a simple fade out. + track.VolumeTo(0, fadeOutTime, Easing.Out); + } //don't want to fade out completely else we will stop running updates. - Game.FadeTo(0.01f, fadeOutTime); + Game.FadeTo(0.01f, fadeOutTime).OnComplete(_ => this.Exit()); base.OnResuming(last); }