mirror of https://github.com/ppy/osu
Move audio adjustment inside OnResuming
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@ -35,13 +35,16 @@ public class Intro : StartupScreen
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private readonly BindableDouble exitingVolumeFade = new BindableDouble(1);
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private readonly BindableDouble exitingVolumeFade = new BindableDouble(1);
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[Resolved]
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private AudioManager audio { get; set; }
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private Bindable<bool> menuVoice;
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private Bindable<bool> menuVoice;
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private Bindable<bool> menuMusic;
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private Bindable<bool> menuMusic;
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private Track track;
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private Track track;
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private WorkingBeatmap introBeatmap;
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private WorkingBeatmap introBeatmap;
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, OsuConfigManager config, BeatmapManager beatmaps, Framework.Game game)
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private void load(OsuConfigManager config, BeatmapManager beatmaps, Framework.Game game)
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{
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{
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menuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice);
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menuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice);
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menuMusic = config.GetBindable<bool>(OsuSetting.MenuMusic);
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menuMusic = config.GetBindable<bool>(OsuSetting.MenuMusic);
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@ -74,8 +77,6 @@ private void load(AudioManager audio, OsuConfigManager config, BeatmapManager be
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welcome = audio.Samples.Get(@"welcome");
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welcome = audio.Samples.Get(@"welcome");
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seeya = audio.Samples.Get(@"seeya");
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seeya = audio.Samples.Get(@"seeya");
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audio.AddAdjustment(AdjustableProperty.Volume, exitingVolumeFade);
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}
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}
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private const double delay_step_one = 2300;
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private const double delay_step_one = 2300;
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@ -165,6 +166,7 @@ public override void OnResuming(IScreen last)
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else
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else
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fadeOutTime = 500;
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fadeOutTime = 500;
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audio.AddAdjustment(AdjustableProperty.Volume, exitingVolumeFade);
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this.TransformBindableTo(exitingVolumeFade, 0, fadeOutTime).OnComplete(_ => this.Exit());
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this.TransformBindableTo(exitingVolumeFade, 0, fadeOutTime).OnComplete(_ => this.Exit());
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//don't want to fade out completely else we will stop running updates.
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//don't want to fade out completely else we will stop running updates.
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