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@ -162,7 +162,7 @@ namespace osu.Game.Screens.Menu
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private IShader shader;
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private Texture texture;
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//Assuming the logo is a circle, we don't need a second dimension.
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// Assuming the logo is a circle, we don't need a second dimension.
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private float size;
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private Color4 colour;
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@ -209,13 +209,13 @@ namespace osu.Game.Screens.Menu
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float rotation = MathUtils.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
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float rotationCos = MathF.Cos(rotation);
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float rotationSin = MathF.Sin(rotation);
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//taking the cos and sin to the 0..1 range
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// taking the cos and sin to the 0..1 range
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var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * size;
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var barSize = new Vector2(size * MathF.Sqrt(2 * (1 - MathF.Cos(MathUtils.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * audioData[i]);
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//The distance between the position and the sides of the bar.
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// The distance between the position and the sides of the bar.
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var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2);
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//The distance between the bottom side of the bar and the top side.
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// The distance between the bottom side of the bar and the top side.
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var amplitudeOffset = new Vector2(rotationCos * barSize.Y, rotationSin * barSize.Y);
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var rectangle = new Quad(
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@ -231,7 +231,7 @@ namespace osu.Game.Screens.Menu
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colourInfo,
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null,
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vertexBatch.AddAction,
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//barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
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// barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
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Vector2.Divide(inflation, barSize.Yx));
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}
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}
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