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Merge pull request #22339 from shinobu-uwu/fix-fail-sample-playing-after-leaving-dialog
Fix skin fail sound continuing to play after leaving gameplay
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commit
9a89dfb7d1
@ -51,6 +51,7 @@ namespace osu.Game.Screens.Play
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private const float duration = 2500;
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private ISample? failSample;
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private SampleChannel? failSampleChannel;
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[Resolved]
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private OsuConfigManager config { get; set; } = null!;
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@ -119,13 +120,13 @@ namespace osu.Game.Screens.Play
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this.TransformBindableTo(trackFreq, 0, duration).OnComplete(_ =>
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{
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// Don't reset frequency as the pause screen may appear post transform, causing a second frequency sweep.
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RemoveFilters(false);
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removeFilters(false);
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OnComplete?.Invoke();
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});
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failHighPassFilter.CutoffTo(300);
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failLowPassFilter.CutoffTo(300, duration, Easing.OutCubic);
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failSample?.Play();
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failSampleChannel = failSample?.Play();
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track.AddAdjustment(AdjustableProperty.Frequency, trackFreq);
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track.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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@ -153,7 +154,16 @@ namespace osu.Game.Screens.Play
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Background?.FadeColour(OsuColour.Gray(0.3f), 60);
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}
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public void RemoveFilters(bool resetTrackFrequency = true)
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/// <summary>
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/// Stops any and all persistent effects added by the ongoing fail animation.
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/// </summary>
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public void Stop()
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{
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failSampleChannel?.Stop();
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removeFilters();
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}
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private void removeFilters(bool resetTrackFrequency = true)
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{
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filtersRemoved = true;
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@ -1072,7 +1072,7 @@ namespace osu.Game.Screens.Play
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public override bool OnExiting(ScreenExitEvent e)
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{
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screenSuspension?.RemoveAndDisposeImmediately();
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failAnimationLayer?.RemoveFilters();
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failAnimationLayer?.Stop();
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if (LoadedBeatmapSuccessfully)
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{
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