Update osu! in line with audio subsystem refactor

This commit is contained in:
Dean Herbert
2019-05-28 17:06:01 +09:00
parent 2d4ef1bec9
commit 4ca34bd5e8
27 changed files with 61 additions and 47 deletions

View File

@ -69,7 +69,7 @@ namespace osu.Game.Screens.Select.Carousel
}
};
sampleHover = audio.Sample.Get($@"SongSelect/song-ping-variation-{RNG.Next(1, 5)}");
sampleHover = audio.Samples.Get($@"SongSelect/song-ping-variation-{RNG.Next(1, 5)}");
hoverLayer.Colour = colours.Blue.Opacity(0.1f);
}

View File

@ -242,9 +242,9 @@ namespace osu.Game.Screens.Select
dialogOverlay = dialog;
sampleChangeDifficulty = audio.Sample.Get(@"SongSelect/select-difficulty");
sampleChangeBeatmap = audio.Sample.Get(@"SongSelect/select-expand");
SampleConfirm = audio.Sample.Get(@"SongSelect/confirm-selection");
sampleChangeDifficulty = audio.Samples.Get(@"SongSelect/select-difficulty");
sampleChangeBeatmap = audio.Samples.Get(@"SongSelect/select-expand");
SampleConfirm = audio.Samples.Get(@"SongSelect/confirm-selection");
Carousel.LoadBeatmapSetsFromManager(this.beatmaps);
@ -582,7 +582,7 @@ namespace osu.Game.Screens.Select
{
// Ensure the track is added to the TrackManager, since it is removed after the player finishes the map.
// Using AddItemToList rather than AddItem so that it doesn't attempt to register adjustment dependencies more than once.
Game.Audio.Track.AddItemToList(track);
Game.Audio.Tracks.AddItem(track);
track.RestartPoint = Beatmap.Value.Metadata.PreviewTime;
track.Restart();
}