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Always bring master/music volume to 50%

This commit is contained in:
Salman Ahmed 2024-02-16 11:17:54 +03:00
parent 952c5b0d18
commit 583e71634f
2 changed files with 6 additions and 8 deletions

View File

@ -268,9 +268,9 @@ namespace osu.Game.Tests.Visual.Gameplay
{ {
addVolumeSteps("master and music volumes", () => addVolumeSteps("master and music volumes", () =>
{ {
audioManager.Volume.Value = 0.25; audioManager.Volume.Value = 0.6;
audioManager.VolumeTrack.Value = 0.01; audioManager.VolumeTrack.Value = 0.01;
}, () => Precision.AlmostEquals(audioManager.Volume.Value, 0.25) && Precision.AlmostEquals(audioManager.VolumeTrack.Value, 0.5)); }, () => Precision.AlmostEquals(audioManager.Volume.Value, 0.6) && Precision.AlmostEquals(audioManager.VolumeTrack.Value, 0.5));
} }
[Test] [Test]
@ -279,8 +279,8 @@ namespace osu.Game.Tests.Visual.Gameplay
addVolumeSteps("master and music volumes", () => addVolumeSteps("master and music volumes", () =>
{ {
audioManager.Volume.Value = 0.01; audioManager.Volume.Value = 0.01;
audioManager.VolumeTrack.Value = 0.25; audioManager.VolumeTrack.Value = 0.6;
}, () => Precision.AlmostEquals(audioManager.Volume.Value, 0.5) && Precision.AlmostEquals(audioManager.VolumeTrack.Value, 0.25)); }, () => Precision.AlmostEquals(audioManager.Volume.Value, 0.5) && Precision.AlmostEquals(audioManager.VolumeTrack.Value, 0.6));
} }
[Test] [Test]

View File

@ -585,10 +585,8 @@ namespace osu.Game.Screens.Play
// Check values before resetting, as the user may have only had mute enabled, in which case we might not need to adjust volumes. // Check values before resetting, as the user may have only had mute enabled, in which case we might not need to adjust volumes.
// Note that we only restore halfway to ensure the user isn't suddenly overloaded by unexpectedly high volume. // Note that we only restore halfway to ensure the user isn't suddenly overloaded by unexpectedly high volume.
if (audioManager.Volume.Value <= volume_requirement) audioManager.Volume.Value = Math.Max(audioManager.Volume.Value, 0.5);
audioManager.Volume.Value = 0.5; audioManager.VolumeTrack.Value = Math.Max(audioManager.VolumeTrack.Value, 0.5);
if (audioManager.VolumeTrack.Value <= volume_requirement)
audioManager.VolumeTrack.Value = 0.5;
return true; return true;
}; };