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Change default easing to match prior behaviour
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@ -262,7 +262,7 @@ namespace osu.Game.Overlays
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/// <param name="duckVolumeTo">Level to drop volume to (1.0 = 100%).</param>
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/// <param name="duckCutoffTo">Cutoff frequency to drop `AudioFilter` to. Use `null` to skip filter effect.</param>
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/// <param name="easing">Easing for the ducking transition.</param>
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public void Duck(int duration = 0, float duckVolumeTo = 0.25f, int? duckCutoffTo = 300, Easing easing = Easing.InCubic)
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public void Duck(int duration = 0, float duckVolumeTo = 0.25f, int? duckCutoffTo = 300, Easing easing = Easing.OutCubic)
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{
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Schedule(() =>
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{
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@ -297,7 +297,7 @@ namespace osu.Game.Overlays
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/// <param name="duckCutoffTo">Cutoff frequency to drop `AudioFilter` to. Use `null` to skip filter effect.</param>
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/// <param name="duckDuration">Duration of the ducking transition, in ms.</param>
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/// <param name="duckEasing">Easing for the ducking transition.</param>
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public void TimedDuck(int delay, int unduckDuration = 500, Easing unduckEasing = Easing.InCubic, float duckVolumeTo = 0.25f, int? duckCutoffTo = 300, int duckDuration = 0, Easing duckEasing = Easing.InCubic)
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public void TimedDuck(int delay, int unduckDuration = 500, Easing unduckEasing = Easing.InCubic, float duckVolumeTo = 0.25f, int? duckCutoffTo = 300, int duckDuration = 0, Easing duckEasing = Easing.OutCubic)
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{
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Duck(duckDuration, duckVolumeTo, duckCutoffTo, duckEasing);
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Scheduler.AddDelayed(() => Unduck(unduckDuration, unduckEasing), delay);
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