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Adjust tests again
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@ -264,13 +264,13 @@ namespace osu.Game.Tests.Visual.Gameplay
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}
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[Test]
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public void TestMutedNotificationHighMasterVolume()
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public void TestMutedNotificationLowMusicVolume()
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{
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addVolumeSteps("master and music volumes", () =>
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{
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audioManager.Volume.Value = 0.6;
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audioManager.Volume.Value = 0.25;
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audioManager.VolumeTrack.Value = 0.01;
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}, () => Precision.AlmostEquals(audioManager.Volume.Value, 0.6) && Precision.AlmostEquals(audioManager.VolumeTrack.Value, 0.83));
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}, () => Precision.AlmostEquals(audioManager.Volume.Value, 0.25) && 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 = 0.15;
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}, () => Precision.AlmostEquals(audioManager.Volume.Value, 0.5) && Precision.AlmostEquals(audioManager.VolumeTrack.Value, 1));
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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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}
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[Test]
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@ -289,10 +289,10 @@ namespace osu.Game.Tests.Visual.Gameplay
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addVolumeSteps("mute button", () =>
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{
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// Importantly, in the case the volume is muted but the user has a volume level set, it should be retained.
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audioManager.Volume.Value = 0.5f;
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audioManager.VolumeTrack.Value = 0.5f;
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audioManager.Volume.Value = 0.5;
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audioManager.VolumeTrack.Value = 0.5;
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volumeOverlay.IsMuted.Value = true;
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}, () => !volumeOverlay.IsMuted.Value && audioManager.Volume.Value == 0.5f && audioManager.VolumeTrack.Value == 0.5f);
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}, () => !volumeOverlay.IsMuted.Value && audioManager.Volume.Value == 0.5 && audioManager.VolumeTrack.Value == 0.5);
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}
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/// <remarks>
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