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Clamp SFX panning on results screen
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@ -234,7 +234,7 @@ namespace osu.Game.Graphics.Cursor
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SampleChannel channel = tapSample.GetChannel();
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// Scale to [-0.75, 0.75] so that the sample isn't fully panned left or right (sounds weird)
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channel.Balance.Value = ((activeCursor.X / DrawWidth) * 2 - 1) * 0.75;
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channel.Balance.Value = ((activeCursor.X / DrawWidth) * 2 - 1) * OsuGameBase.SFX_STEREO_STRENGTH;
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channel.Frequency.Value = baseFrequency - (random_range / 2f) + RNG.NextDouble(random_range);
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channel.Volume.Value = baseFrequency;
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