mirror of
https://github.com/ppy/osu
synced 2025-01-16 02:51:20 +00:00
Increase backwards seek magnitude when the track is running
This matches osu-stable. When the track is running, seeking backwards (against the flow) is harder than seeking forwards. Adding a mutliplier makes it feel much better. Note that this is additive not multiplicative because for larger seeks the (where `amount` > 1) we don't want to jump an insanely huge amount - just offset the seek slightly to account for playing audio.
This commit is contained in:
parent
461fa22e74
commit
b1a64f89d7
@ -86,7 +86,7 @@ namespace osu.Game.Screens.Edit
|
||||
/// </summary>
|
||||
/// <param name="snapped">Whether to snap to the closest beat after seeking.</param>
|
||||
/// <param name="amount">The relative amount (magnitude) which should be seeked.</param>
|
||||
public void SeekBackward(bool snapped = false, double amount = 1) => seek(-1, snapped, amount);
|
||||
public void SeekBackward(bool snapped = false, double amount = 1) => seek(-1, snapped, amount + (IsRunning ? 1.5 : 0));
|
||||
|
||||
/// <summary>
|
||||
/// Seeks forwards by one beat length.
|
||||
|
Loading…
Reference in New Issue
Block a user