mirror of https://github.com/ppy/osu
Move implementation to OsuGameBase to ensure it applies to test scenes
This also removed a previous attempt at the same thing, which happened to not be applying due to the reference to the applied bindable not being held. Whoops.
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@ -174,8 +174,6 @@ public void CloseAllOverlays(bool hideToolbar = true)
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
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dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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private readonly BindableNumber<double> globalTrackVolumeAdjust = new BindableNumber<double>(0.5f);
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[BackgroundDependencyLoader]
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private void load()
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{
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@ -232,11 +230,6 @@ private void load()
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Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeFade);
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// drop track volume game-wide to leave some head-room for UI effects / samples.
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// this means that for the time being, gameplay sample playback is louder relative to the audio track, compared to stable.
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// we may want to revisit this if users notice or complain about the difference (consider this a bit of a trial).
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Audio.Tracks.AddAdjustment(AdjustableProperty.Volume, globalTrackVolumeAdjust);
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SelectedMods.BindValueChanged(modsChanged);
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Beatmap.BindValueChanged(beatmapChanged, true);
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}
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@ -155,6 +155,8 @@ protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnl
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protected override UserInputManager CreateUserInputManager() => new OsuUserInputManager();
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private readonly BindableNumber<double> globalTrackVolumeAdjust = new BindableNumber<double>(0.5f);
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[BackgroundDependencyLoader]
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private void load()
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{
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@ -278,9 +280,10 @@ List<ScoreInfo> getBeatmapScores(BeatmapSetInfo set)
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RegisterImportHandler(ScoreManager);
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RegisterImportHandler(SkinManager);
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// tracks play so loud our samples can't keep up.
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// this adds a global reduction of track volume for the time being.
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Audio.Tracks.AddAdjustment(AdjustableProperty.Volume, new BindableDouble(0.8));
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// drop track volume game-wide to leave some head-room for UI effects / samples.
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// this means that for the time being, gameplay sample playback is louder relative to the audio track, compared to stable.
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// we may want to revisit this if users notice or complain about the difference (consider this a bit of a trial).
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Audio.Tracks.AddAdjustment(AdjustableProperty.Volume, globalTrackVolumeAdjust);
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Beatmap = new NonNullableBindable<WorkingBeatmap>(defaultBeatmap);
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