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mirror of https://github.com/ppy/osu.git synced 2024-11-11 15:07:44 +08:00

Try to fix code quality issues raised by workflow

This commit is contained in:
Mike Will 2024-02-02 03:09:19 -05:00
parent 5d9200b4fe
commit c60e110976

View File

@ -551,8 +551,7 @@ namespace osu.Game.Screens.Play
if (!muteWarningShownOnce.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.
double aggregate = Math.Floor(audioManager.Volume.Value * audioManager.VolumeTrack.Value * 100) / 100;
if (volumeOverlay?.IsMuted.Value == true || aggregate <= volume_requirement)
if (volumeOverlay?.IsMuted.Value == true || Math.Floor(audioManager.Volume.Value * audioManager.VolumeTrack.Value * 100) / 100 <= volume_requirement)
{
notificationOverlay?.Post(new MutedNotification());
muteWarningShownOnce.Value = true;
@ -583,11 +582,11 @@ namespace osu.Game.Screens.Play
// 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.
double aggregate = Math.Floor(audioManager.Volume.Value * audioManager.VolumeTrack.Value * 100) / 100;
if (aggregate <= volume_requirement)
if (Math.Floor(audioManager.Volume.Value * audioManager.VolumeTrack.Value * 100) / 100 <= volume_requirement)
{
// Prioritize increasing music over master volume as to avoid also increasing effects volume.
const double target = 0.1;
// Prioritize increasing music over master volume as to avoid also increasing effects volume.
double result = target / Math.Max(0.01, audioManager.Volume.Value);
if (result > 1)
{