diff --git a/osu.Game/Screens/Play/PlayerLoader.cs b/osu.Game/Screens/Play/PlayerLoader.cs index 06086c1004..5a61b20164 100644 --- a/osu.Game/Screens/Play/PlayerLoader.cs +++ b/osu.Game/Screens/Play/PlayerLoader.cs @@ -650,7 +650,7 @@ namespace osu.Game.Screens.Play { if (!muteWarningShownOnce.Value) { - double aggregateVolumeTrack = audioManager.Volume.Value * audioManager.VolumeTrack.Value; + double aggregateVolumeTrack = audioManager.Volume.Real.Value * audioManager.VolumeTrack.Real.Value; // Checks if the notification has not been shown yet and also if master volume is muted, track/music volume is muted or if the whole game is muted. if (volumeOverlay?.IsMuted.Value == true || Precision.AlmostBigger(volume_requirement, aggregateVolumeTrack)) @@ -684,8 +684,8 @@ 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. // Note that we only restore halfway to ensure the user isn't suddenly overloaded by unexpectedly high volume. - audioManager.Volume.Value = Math.Max(audioManager.Volume.Value, 0.5); - audioManager.VolumeTrack.Value = Math.Max(audioManager.VolumeTrack.Value, 0.5); + audioManager.Volume.SetFromLinear(Math.Max(audioManager.Volume.Real.Value, 0.5)); + audioManager.VolumeTrack.SetFromLinear(Math.Max(audioManager.VolumeTrack.Real.Value, 0.5)); return true; };