mirror of
https://github.com/ppy/osu.git
synced 2025-01-12 17:43:05 +08:00
Remove seemingly unnecessary float casts
This commit is contained in:
parent
9a5348598a
commit
a9eac5924d
@ -550,8 +550,10 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
if (!muteWarningShownOnce.Value)
|
||||
{
|
||||
double aggregateVolumeTrack = audioManager.Volume.Value * audioManager.VolumeTrack.Value;
|
||||
|
||||
// Checks if the notification has not been shown yet and also if master volume is muted, track/music volume is muted or if the whole game is muted.
|
||||
if (volumeOverlay?.IsMuted.Value == true || (float)(audioManager.Volume.Value * audioManager.VolumeTrack.Value) <= volume_requirement)
|
||||
if (volumeOverlay?.IsMuted.Value == true || aggregateVolumeTrack <= volume_requirement)
|
||||
{
|
||||
notificationOverlay?.Post(new MutedNotification());
|
||||
muteWarningShownOnce.Value = true;
|
||||
@ -580,9 +582,11 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
volumeOverlay.IsMuted.Value = false;
|
||||
|
||||
double aggregateVolumeTrack = audioManager.Volume.Value * audioManager.VolumeTrack.Value;
|
||||
|
||||
// Check values before resetting, as the user may have only had mute enabled, in which case we might not need to adjust volumes.
|
||||
// Note that we only restore to -20 dB to ensure the user isn't suddenly overloaded by unexpectedly high volume.
|
||||
if ((float)(audioManager.Volume.Value * audioManager.VolumeTrack.Value) <= volume_requirement)
|
||||
if (aggregateVolumeTrack <= volume_requirement)
|
||||
{
|
||||
// Prioritize increasing music over master volume as to avoid also increasing effects volume.
|
||||
const double target = 0.1;
|
||||
|
Loading…
Reference in New Issue
Block a user