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Fix audio being dimmed during multiplayer (#5041)

Fix audio being dimmed during multiplayer

Co-authored-by: Dean Herbert <pe@ppy.sh>
This commit is contained in:
Dean Herbert 2019-06-19 14:45:51 +09:00 committed by GitHub
commit 82515a52fe
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@ -9,6 +9,7 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Graphics.Containers;
@ -185,6 +186,28 @@ namespace osu.Game.Screens.Multi
{
this.FadeIn();
waves.Show();
beginHandlingTrack();
}
public override void OnResuming(IScreen last)
{
this.FadeIn(250);
this.ScaleTo(1, 250, Easing.OutSine);
base.OnResuming(last);
beginHandlingTrack();
}
public override void OnSuspending(IScreen next)
{
this.ScaleTo(1.1f, 250, Easing.InSine);
this.FadeOut(250);
endHandlingTrack();
roomManager.TimeBetweenPolls = 0;
}
public override bool OnExiting(IScreen next)
@ -193,12 +216,10 @@ namespace osu.Game.Screens.Multi
this.Delay(WaveContainer.DISAPPEAR_DURATION).FadeOut();
cancelLooping();
if (screenStack.CurrentScreen != null)
loungeSubScreen.MakeCurrent();
updatePollingRate(isIdle.Value);
endHandlingTrack();
base.OnExiting(next);
return false;
@ -212,23 +233,58 @@ namespace osu.Game.Screens.Multi
logo.Delay(WaveContainer.DISAPPEAR_DURATION / 2).FadeOut();
}
public override void OnResuming(IScreen last)
private void beginHandlingTrack()
{
this.FadeIn(250);
this.ScaleTo(1, 250, Easing.OutSine);
base.OnResuming(last);
updatePollingRate(isIdle.Value);
Beatmap.BindValueChanged(updateTrack, true);
}
public override void OnSuspending(IScreen next)
private void endHandlingTrack()
{
this.ScaleTo(1.1f, 250, Easing.InSine);
this.FadeOut(250);
cancelLooping();
roomManager.TimeBetweenPolls = 0;
Beatmap.ValueChanged -= updateTrack;
}
private void screenPushed(IScreen lastScreen, IScreen newScreen) => subScreenChanged(newScreen);
private void screenExited(IScreen lastScreen, IScreen newScreen)
{
subScreenChanged(newScreen);
if (screenStack.CurrentScreen == null && this.IsCurrentScreen())
this.Exit();
}
private void subScreenChanged(IScreen newScreen)
{
updatePollingRate(isIdle.Value);
createButton.FadeTo(newScreen is MatchSubScreen ? 0 : 1, 200);
updateTrack();
}
private void updateTrack(ValueChangedEvent<WorkingBeatmap> _ = null)
{
bool isMatch = screenStack.CurrentScreen is MatchSubScreen;
Beatmap.Disabled = isMatch;
if (isMatch)
{
var track = Beatmap.Value?.Track;
if (track != null)
{
track.RestartPoint = Beatmap.Value.Metadata.PreviewTime;
track.Looping = true;
if (!track.IsRunning)
track.Restart();
}
}
else
{
cancelLooping();
}
}
private void cancelLooping()
@ -236,49 +292,10 @@ namespace osu.Game.Screens.Multi
var track = Beatmap?.Value?.Track;
if (track != null)
track.Looping = false;
}
protected override void Update()
{
base.Update();
if (!this.IsCurrentScreen()) return;
if (screenStack.CurrentScreen is MatchSubScreen)
{
var track = Beatmap.Value.Track;
if (track != null)
{
track.Looping = true;
if (!track.IsRunning)
{
game.Audio.AddItem(track);
track.Seek(Beatmap.Value.Metadata.PreviewTime);
track.Start();
}
}
createButton.Hide();
track.Looping = false;
track.RestartPoint = 0;
}
else if (screenStack.CurrentScreen is LoungeSubScreen)
createButton.Show();
}
private void screenPushed(IScreen lastScreen, IScreen newScreen)
=> updatePollingRate(isIdle.Value);
private void screenExited(IScreen lastScreen, IScreen newScreen)
{
if (lastScreen is MatchSubScreen)
cancelLooping();
updatePollingRate(isIdle.Value);
if (screenStack.CurrentScreen == null && this.IsCurrentScreen())
this.Exit();
}
protected override void Dispose(bool isDisposing)