diff --git a/osu.Game/Screens/Menu/ButtonSystem.cs b/osu.Game/Screens/Menu/ButtonSystem.cs index d26709151c..8ebe4de8de 100644 --- a/osu.Game/Screens/Menu/ButtonSystem.cs +++ b/osu.Game/Screens/Menu/ButtonSystem.cs @@ -85,7 +85,7 @@ namespace osu.Game.Screens.Menu private readonly List buttonsTopLevel = new List(); private readonly List buttonsPlay = new List(); - private Sample sampleBack; + private Sample sampleBackToLogo; private readonly LogoTrackingContainer logoTrackingContainer; @@ -104,7 +104,7 @@ namespace osu.Game.Screens.Menu buttonArea.AddRange(new Drawable[] { new MainMenuButton(ButtonSystemStrings.Settings, string.Empty, FontAwesome.Solid.Cog, new Color4(85, 85, 85, 255), () => OnSettings?.Invoke(), -WEDGE_WIDTH, Key.O), - backButton = new MainMenuButton(ButtonSystemStrings.Back, @"button-back-select", OsuIcon.LeftCircle, new Color4(51, 58, 94, 255), () => State = ButtonSystemState.TopLevel, + backButton = new MainMenuButton(ButtonSystemStrings.Back, @"back-to-top", OsuIcon.LeftCircle, new Color4(51, 58, 94, 255), () => State = ButtonSystemState.TopLevel, -WEDGE_WIDTH) { VisibleState = ButtonSystemState.Play, @@ -155,7 +155,7 @@ namespace osu.Game.Screens.Menu if (idleTracker != null) isIdle.BindTo(idleTracker.IsIdle); - sampleBack = audio.Samples.Get(@"Menu/button-back-select"); + sampleBackToLogo = audio.Samples.Get(@"Menu/back-to-logo"); } private void onMultiplayer() @@ -260,7 +260,9 @@ namespace osu.Game.Screens.Menu { case ButtonSystemState.TopLevel: State = ButtonSystemState.Initial; - sampleBack?.Play(); + + // Samples are explicitly played here in response to user interaction and not when transitioning due to idle. + sampleBackToLogo?.Play(); return true; case ButtonSystemState.Play: