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Clamp SFX panning on results screen
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@ -234,7 +234,7 @@ namespace osu.Game.Graphics.Cursor
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SampleChannel channel = tapSample.GetChannel();
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// Scale to [-0.75, 0.75] so that the sample isn't fully panned left or right (sounds weird)
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channel.Balance.Value = ((activeCursor.X / DrawWidth) * 2 - 1) * 0.75;
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channel.Balance.Value = ((activeCursor.X / DrawWidth) * 2 - 1) * OsuGameBase.SFX_STEREO_STRENGTH;
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channel.Frequency.Value = baseFrequency - (random_range / 2f) + RNG.NextDouble(random_range);
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channel.Volume.Value = baseFrequency;
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@ -83,6 +83,8 @@ namespace osu.Game
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public const int SAMPLE_CONCURRENCY = 6;
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public const double SFX_STEREO_STRENGTH = 0.75;
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/// <summary>
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/// Length of debounce (in milliseconds) for commonly occuring sample playbacks that could stack.
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/// </summary>
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@ -225,7 +225,7 @@ namespace osu.Game.Screens.Ranking
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protected override void Update()
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{
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base.Update();
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audioContent.Balance.Value = (ScreenSpaceDrawQuad.Centre.X / game.ScreenSpaceDrawQuad.Width) * 2 - 1;
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audioContent.Balance.Value = ((ScreenSpaceDrawQuad.Centre.X / game.ScreenSpaceDrawQuad.Width) * 2 - 1) * OsuGameBase.SFX_STEREO_STRENGTH;
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}
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private void playAppearSample()
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