Make only "Welcome" loop

This commit is contained in:
Shivam
2020-06-29 01:41:47 +02:00
parent 270384e71e
commit 24dceb9f84
4 changed files with 4 additions and 16 deletions

View File

@ -55,7 +55,6 @@ namespace osu.Game.Configuration
Set(OsuSetting.VolumeInactive, 0.25, 0, 1, 0.01); Set(OsuSetting.VolumeInactive, 0.25, 0, 1, 0.01);
Set(OsuSetting.MenuVoice, true); Set(OsuSetting.MenuVoice, true);
Set(OsuSetting.MenuMusicLoop, true);
Set(OsuSetting.MenuMusic, true); Set(OsuSetting.MenuMusic, true);
Set(OsuSetting.AudioOffset, 0, -500.0, 500.0, 1); Set(OsuSetting.AudioOffset, 0, -500.0, 500.0, 1);
@ -192,7 +191,6 @@ namespace osu.Game.Configuration
AudioOffset, AudioOffset,
VolumeInactive, VolumeInactive,
MenuMusic, MenuMusic,
MenuMusicLoop,
MenuVoice, MenuVoice,
CursorRotation, CursorRotation,
MenuParallax, MenuParallax,

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@ -28,11 +28,6 @@ namespace osu.Game.Overlays.Settings.Sections.Audio
LabelText = "osu! music theme", LabelText = "osu! music theme",
Bindable = config.GetBindable<bool>(OsuSetting.MenuMusic) Bindable = config.GetBindable<bool>(OsuSetting.MenuMusic)
}, },
new SettingsCheckbox
{
LabelText = "loop the music theme",
Bindable = config.GetBindable<bool>(OsuSetting.MenuMusicLoop)
},
new SettingsDropdown<IntroSequence> new SettingsDropdown<IntroSequence>
{ {
LabelText = "Intro sequence", LabelText = "Intro sequence",

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@ -40,7 +40,6 @@ namespace osu.Game.Screens.Menu
protected IBindable<bool> MenuVoice { get; private set; } protected IBindable<bool> MenuVoice { get; private set; }
protected IBindable<bool> MenuMusic { get; private set; } protected IBindable<bool> MenuMusic { get; private set; }
private IBindable<bool> menuMusicLoop;
private WorkingBeatmap initialBeatmap; private WorkingBeatmap initialBeatmap;
@ -74,8 +73,6 @@ namespace osu.Game.Screens.Menu
MenuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice); MenuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice);
MenuMusic = config.GetBindable<bool>(OsuSetting.MenuMusic); MenuMusic = config.GetBindable<bool>(OsuSetting.MenuMusic);
menuMusicLoop = config.GetBindable<bool>(OsuSetting.MenuMusicLoop);
seeya = audio.Samples.Get(SeeyaSampleName); seeya = audio.Samples.Get(SeeyaSampleName);
BeatmapSetInfo setInfo = null; BeatmapSetInfo setInfo = null;
@ -152,12 +149,8 @@ namespace osu.Game.Screens.Menu
protected void StartTrack() protected void StartTrack()
{ {
// Only start the current track if it is the menu music. A beatmap's track is started when entering the Main Menu. // Only start the current track if it is the menu music. A beatmap's track is started when entering the Main Menu.
if (!UsingThemedIntro) if (UsingThemedIntro)
return;
Track.Restart(); Track.Restart();
if (menuMusicLoop.Value)
Track.Looping = true;
} }
protected override void LogoArriving(OsuLogo logo, bool resuming) protected override void LogoArriving(OsuLogo logo, bool resuming)

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@ -39,6 +39,8 @@ namespace osu.Game.Screens.Menu
welcome = audio.Samples.Get(@"Intro/Welcome/welcome"); welcome = audio.Samples.Get(@"Intro/Welcome/welcome");
pianoReverb = audio.Samples.Get(@"Intro/Welcome/welcome_piano"); pianoReverb = audio.Samples.Get(@"Intro/Welcome/welcome_piano");
Track.Looping = true;
} }
protected override void LogoArriving(OsuLogo logo, bool resuming) protected override void LogoArriving(OsuLogo logo, bool resuming)