From a4bb238c4534c4bce43404c79b2e2402fb78b3d1 Mon Sep 17 00:00:00 2001 From: BananeVolante Date: Fri, 26 Jun 2020 14:07:27 +0200 Subject: [PATCH] fixed bug preventing the pause loop from playing during the first pause after changing a skin --- osu.Game/Screens/Play/PauseOverlay.cs | 13 +++++-------- 1 file changed, 5 insertions(+), 8 deletions(-) diff --git a/osu.Game/Screens/Play/PauseOverlay.cs b/osu.Game/Screens/Play/PauseOverlay.cs index 990d85b1cf..81c288f928 100644 --- a/osu.Game/Screens/Play/PauseOverlay.cs +++ b/osu.Game/Screens/Play/PauseOverlay.cs @@ -3,13 +3,8 @@ using System; using System.Linq; -using Humanizer; -using NUnit.Framework.Internal; using osu.Framework.Allocation; -using osu.Framework.Audio; -using osu.Framework.Audio.Sample; using osu.Framework.Graphics; -using osu.Framework.Graphics.Audio; using osu.Game.Audio; using osu.Game.Graphics; using osu.Game.Skinning; @@ -39,7 +34,9 @@ namespace osu.Game.Screens.Play { Looping = true, }); - + // PopIn is called before updating the skin, and when a sample is updated, its "playing" value is reset + // the sample must be played again(and if it plays when it shouldn't, the volume will be at 0) + pauseLoop.OnSkinChanged += () => pauseLoop.Play(); } protected override void PopIn() @@ -55,9 +52,9 @@ namespace osu.Game.Screens.Play protected override void PopOut() { base.PopOut(); - pauseLoop?.Stop(); + + pauseLoop?.Stop(); pauseLoop?.TransformBindableTo(pauseLoop.Volume, 0.0f); } - } }