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Add smooth fading between audio tracks on transition
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05cc22d441
commit
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@ -6,6 +6,7 @@ using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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@ -341,10 +342,13 @@ namespace osu.Game.Overlays
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// but the mutation of the hierarchy is scheduled to avoid exceptions.
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Schedule(() =>
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{
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lastTrack.Expire();
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lastTrack.VolumeTo(0, 500, Easing.Out).Expire();
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if (queuedTrack == CurrentTrack)
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{
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AddInternal(queuedTrack);
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queuedTrack.VolumeTo(0).Then().VolumeTo(1, 300, Easing.Out);
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}
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else
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{
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// If the track has changed since the call to changeTrack, it is safe to dispose the
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@ -12,6 +12,7 @@ using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.IO.Archives;
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using osu.Game.Overlays;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Skinning;
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using osuTK;
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@ -60,6 +61,9 @@ namespace osu.Game.Screens.Menu
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[Resolved]
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private AudioManager audio { get; set; }
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[Resolved]
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private MusicController musicController { get; set; }
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/// <summary>
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/// Whether the <see cref="Track"/> is provided by osu! resources, rather than a user beatmap.
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/// Only valid during or after <see cref="LogoArriving"/>.
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@ -167,6 +171,9 @@ namespace osu.Game.Screens.Menu
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Track = initialBeatmap.Track;
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UsingThemedIntro = !initialBeatmap.Track.IsDummyDevice;
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// ensure the track starts at maximum volume
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musicController.CurrentTrack.FinishTransforms();
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logo.MoveTo(new Vector2(0.5f));
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logo.ScaleTo(Vector2.One);
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logo.Hide();
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