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Merge pull request #9793 from peppy/fix-skinnable-sound-mute

Add more resilient logic for whether to avoid playing SkinnableSound on no volume
This commit is contained in:
Dan Balasescu 2020-08-14 19:33:34 +09:00 committed by GitHub
commit f44e55c7f5
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3 changed files with 15 additions and 11 deletions

View File

@ -83,8 +83,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
private SkinnableSound spinningSample;
private const float minimum_volume = 0.0001f;
protected override void LoadSamples()
{
base.LoadSamples();
@ -101,7 +99,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
AddInternal(spinningSample = new SkinnableSound(clone)
{
Volume = { Value = minimum_volume },
Volume = { Value = 0 },
Looping = true,
});
}
@ -119,7 +117,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
}
else
{
spinningSample?.VolumeTo(minimum_volume, 200).Finally(_ => spinningSample.Stop());
spinningSample?.VolumeTo(0, 200).Finally(_ => spinningSample.Stop());
}
}

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@ -26,8 +26,6 @@ namespace osu.Game.Screens.Play
protected override Action BackAction => () => InternalButtons.Children.First().Click();
private const float minimum_volume = 0.0001f;
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
@ -38,10 +36,8 @@ namespace osu.Game.Screens.Play
AddInternal(pauseLoop = new SkinnableSound(new SampleInfo("pause-loop"))
{
Looping = true,
Volume = { Value = 0 }
});
// SkinnableSound only plays a sound if its aggregate volume is > 0, so the volume must be turned up before playing it
pauseLoop.VolumeTo(minimum_volume);
}
protected override void PopIn()
@ -56,7 +52,7 @@ namespace osu.Game.Screens.Play
{
base.PopOut();
pauseLoop.VolumeTo(minimum_volume, TRANSITION_DURATION, Easing.OutQuad).Finally(_ => pauseLoop.Stop());
pauseLoop.VolumeTo(0, TRANSITION_DURATION, Easing.OutQuad).Finally(_ => pauseLoop.Stop());
}
}
}

View File

@ -27,6 +27,16 @@ namespace osu.Game.Skinning
public override bool RemoveWhenNotAlive => false;
public override bool RemoveCompletedTransforms => false;
/// <summary>
/// Whether to play the underlying sample when aggregate volume is zero.
/// Note that this is checked at the point of calling <see cref="Play"/>; changing the volume post-play will not begin playback.
/// Defaults to false unless <see cref="Looping"/>.
/// </summary>
/// <remarks>
/// Can serve as an optimisation if it is known ahead-of-time that this behaviour is allowed in a given use case.
/// </remarks>
protected bool PlayWhenZeroVolume => Looping;
private readonly AudioContainer<DrawableSample> samplesContainer;
public SkinnableSound(ISampleInfo hitSamples)
@ -86,7 +96,7 @@ namespace osu.Game.Skinning
{
samplesContainer.ForEach(c =>
{
if (c.AggregateVolume.Value > 0)
if (PlayWhenZeroVolume || c.AggregateVolume.Value > 0)
c.Play();
});
}