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Update sample looping behaviour to better suit new sample

This commit is contained in:
Jamie Taylor 2024-07-11 17:01:07 +09:00
parent 152e2d0d60
commit ad2b354d9c
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@ -67,7 +67,7 @@ namespace osu.Game.Overlays.Dialog
protected override void LoadComplete()
{
base.LoadComplete();
Progress.BindValueChanged(progressChanged, true);
Progress.BindValueChanged(progressChanged);
}
protected override void Confirm()
@ -114,13 +114,13 @@ namespace osu.Game.Overlays.Dialog
if (progress.NewValue < progress.OldValue)
return;
if (Clock.CurrentTime - lastTickPlaybackTime < 30)
if (Clock.CurrentTime - lastTickPlaybackTime < 40)
return;
var channel = tickSample.GetChannel();
channel.Frequency.Value = 1 + progress.NewValue * 0.5f;
channel.Volume.Value = 0.5f + progress.NewValue / 2f;
channel.Frequency.Value = 1 + progress.NewValue;
channel.Volume.Value = 0.1f + progress.NewValue / 2f;
channel.Play();