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Add more resilient logic for whether to avoid playing SkinnableSound on no volume
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@ -82,8 +82,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private SkinnableSound spinningSample;
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private const float minimum_volume = 0.0001f;
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protected override void LoadSamples()
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{
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base.LoadSamples();
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@ -100,7 +98,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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AddInternal(spinningSample = new SkinnableSound(clone)
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{
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Volume = { Value = minimum_volume },
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Volume = { Value = 0 },
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Looping = true,
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});
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}
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@ -118,7 +116,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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else
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{
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spinningSample?.VolumeTo(minimum_volume, 200).Finally(_ => spinningSample.Stop());
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spinningSample?.VolumeTo(0, 200).Finally(_ => spinningSample.Stop());
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}
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}
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@ -25,8 +25,6 @@ namespace osu.Game.Screens.Play
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protected override Action BackAction => () => InternalButtons.Children.First().Click();
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private const float minimum_volume = 0.0001f;
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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@ -37,10 +35,8 @@ namespace osu.Game.Screens.Play
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AddInternal(pauseLoop = new SkinnableSound(new SampleInfo("pause-loop"))
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{
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Looping = true,
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Volume = { Value = 0 }
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});
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// SkinnableSound only plays a sound if its aggregate volume is > 0, so the volume must be turned up before playing it
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pauseLoop.VolumeTo(minimum_volume);
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}
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protected override void PopIn()
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@ -55,7 +51,7 @@ namespace osu.Game.Screens.Play
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{
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base.PopOut();
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pauseLoop.VolumeTo(minimum_volume, TRANSITION_DURATION, Easing.OutQuad).Finally(_ => pauseLoop.Stop());
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pauseLoop.VolumeTo(0, TRANSITION_DURATION, Easing.OutQuad).Finally(_ => pauseLoop.Stop());
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}
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}
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}
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@ -28,6 +28,16 @@ namespace osu.Game.Skinning
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public override bool RemoveWhenNotAlive => false;
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public override bool RemoveCompletedTransforms => false;
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/// <summary>
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/// Whether to play the underlying sample when aggregate volume is zero.
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/// Note that this is checked at the point of calling <see cref="Play"/>; changing the volume post-play will not begin playback.
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/// Defaults to false unless <see cref="Looping"/>.
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/// </summary>
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/// <remarks>
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/// Can serve as an optimisation if it is known ahead-of-time that this behaviour will not negatively affect behaviour.
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/// </remarks>
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protected bool SkipPlayWhenZeroVolume => !Looping;
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private readonly AudioContainer<DrawableSample> samplesContainer;
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public SkinnableSound(ISampleInfo hitSamples)
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@ -87,7 +97,7 @@ namespace osu.Game.Skinning
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{
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samplesContainer.ForEach(c =>
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{
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if (c.AggregateVolume.Value > 0)
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if (!SkipPlayWhenZeroVolume || c.AggregateVolume.Value > 0)
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c.Play();
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});
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}
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