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Always bring master/music volume to 50%
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parent
952c5b0d18
commit
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@ -268,9 +268,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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addVolumeSteps("master and music volumes", () =>
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{
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audioManager.Volume.Value = 0.25;
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audioManager.Volume.Value = 0.6;
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audioManager.VolumeTrack.Value = 0.01;
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}, () => Precision.AlmostEquals(audioManager.Volume.Value, 0.25) && Precision.AlmostEquals(audioManager.VolumeTrack.Value, 0.5));
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}, () => Precision.AlmostEquals(audioManager.Volume.Value, 0.6) && Precision.AlmostEquals(audioManager.VolumeTrack.Value, 0.5));
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}
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[Test]
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@ -279,8 +279,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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addVolumeSteps("master and music volumes", () =>
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{
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audioManager.Volume.Value = 0.01;
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audioManager.VolumeTrack.Value = 0.25;
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}, () => Precision.AlmostEquals(audioManager.Volume.Value, 0.5) && Precision.AlmostEquals(audioManager.VolumeTrack.Value, 0.25));
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audioManager.VolumeTrack.Value = 0.6;
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}, () => Precision.AlmostEquals(audioManager.Volume.Value, 0.5) && Precision.AlmostEquals(audioManager.VolumeTrack.Value, 0.6));
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}
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[Test]
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@ -585,10 +585,8 @@ 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 halfway to ensure the user isn't suddenly overloaded by unexpectedly high volume.
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if (audioManager.Volume.Value <= volume_requirement)
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audioManager.Volume.Value = 0.5;
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if (audioManager.VolumeTrack.Value <= volume_requirement)
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audioManager.VolumeTrack.Value = 0.5;
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audioManager.Volume.Value = Math.Max(audioManager.Volume.Value, 0.5);
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audioManager.VolumeTrack.Value = Math.Max(audioManager.VolumeTrack.Value, 0.5);
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return true;
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};
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