From a9eac5924de12073d39e8c9b2b57f83be6185de2 Mon Sep 17 00:00:00 2001 From: Salman Ahmed Date: Fri, 16 Feb 2024 01:18:13 +0300 Subject: [PATCH] Remove seemingly unnecessary float casts --- osu.Game/Screens/Play/PlayerLoader.cs | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/osu.Game/Screens/Play/PlayerLoader.cs b/osu.Game/Screens/Play/PlayerLoader.cs index 6154e443ef..fff1118622 100644 --- a/osu.Game/Screens/Play/PlayerLoader.cs +++ b/osu.Game/Screens/Play/PlayerLoader.cs @@ -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;