diff --git a/osu.Game/Overlays/Volume/VolumeMeter.cs b/osu.Game/Overlays/Volume/VolumeMeter.cs index c249651f98..c67ed5b845 100644 --- a/osu.Game/Overlays/Volume/VolumeMeter.cs +++ b/osu.Game/Overlays/Volume/VolumeMeter.cs @@ -228,15 +228,19 @@ namespace osu.Game.Overlays.Volume public void Decrease(double amount = 1, bool isPrecise = false) => adjust(-amount, isPrecise); // because volume precision is set to 0.01, this local is required to keep track of more precise adjustments and only apply when possible. - private double adjustAccumulator; + private double scrollAccumulation; private void adjust(double delta, bool isPrecise) { - adjustAccumulator += delta * adjust_step * (isPrecise ? 0.1 : 1); - if (Math.Abs(adjustAccumulator) < Bindable.Precision) - return; - Volume += adjustAccumulator; - adjustAccumulator = 0; + scrollAccumulation += delta * adjust_step * (isPrecise ? 0.1 : 1); + + var precision = Bindable.Precision; + + while (Math.Abs(scrollAccumulation) > precision) + { + Volume += Math.Sign(scrollAccumulation) * precision; + scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision); + } } protected override bool OnScroll(ScrollEvent e) diff --git a/osu.Game/Screens/Edit/Editor.cs b/osu.Game/Screens/Edit/Editor.cs index 0be15de7f4..c4fb9dc419 100644 --- a/osu.Game/Screens/Edit/Editor.cs +++ b/osu.Game/Screens/Edit/Editor.cs @@ -1,6 +1,7 @@ // Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE +using System; using osuTK.Graphics; using osu.Framework.Screens; using osu.Game.Screens.Backgrounds; @@ -181,12 +182,24 @@ namespace osu.Game.Screens.Edit LoadComponentAsync(currentScreen, screenContainer.Add); } + private double scrollAccumulation; + protected override bool OnScroll(ScrollEvent e) { - if (e.ScrollDelta.X + e.ScrollDelta.Y > 0) - clock.SeekBackward(!clock.IsRunning); - else - clock.SeekForward(!clock.IsRunning); + scrollAccumulation += (e.ScrollDelta.X + e.ScrollDelta.Y) * (e.IsPrecise ? 0.1 : 1); + + const int precision = 1; + + while (Math.Abs(scrollAccumulation) > precision) + { + if (scrollAccumulation > 0) + clock.SeekBackward(!clock.IsRunning); + else + clock.SeekForward(!clock.IsRunning); + + scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision); + } + return true; }