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Ensure audio filters can't be attached before load (or post-disposal)
Will probably fix https://github.com/ppy/osu/issues/27225?
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@ -4,6 +4,7 @@
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using System.Diagnostics;
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using System.Diagnostics;
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using ManagedBass.Fx;
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using ManagedBass.Fx;
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using osu.Framework.Audio.Mixing;
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using osu.Framework.Audio.Mixing;
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using osu.Framework.Caching;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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namespace osu.Game.Audio.Effects
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namespace osu.Game.Audio.Effects
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@ -22,6 +23,8 @@ namespace osu.Game.Audio.Effects
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private bool isAttached;
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private bool isAttached;
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private readonly Cached filterApplication = new Cached();
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private int cutoff;
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private int cutoff;
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/// <summary>
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/// <summary>
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@ -36,7 +39,7 @@ namespace osu.Game.Audio.Effects
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return;
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return;
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cutoff = value;
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cutoff = value;
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updateFilter(cutoff);
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filterApplication.Invalidate();
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}
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}
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}
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}
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@ -61,6 +64,17 @@ namespace osu.Game.Audio.Effects
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Cutoff = getInitialCutoff(type);
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Cutoff = getInitialCutoff(type);
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}
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}
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protected override void Update()
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{
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base.Update();
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if (!filterApplication.IsValid)
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{
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updateFilter(cutoff);
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filterApplication.Validate();
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}
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}
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private int getInitialCutoff(BQFType type)
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private int getInitialCutoff(BQFType type)
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{
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{
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switch (type)
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switch (type)
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