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Move volume manipulations to player loader
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@ -104,6 +104,9 @@ namespace osu.Game.Screens.Play
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[Resolved]
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private AudioManager audioManager { get; set; }
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[Resolved]
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private MusicController musicController { get; set; }
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public PlayerLoader(Func<Player> createPlayer)
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{
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this.createPlayer = createPlayer;
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@ -332,9 +335,17 @@ namespace osu.Game.Screens.Play
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const double epilepsy_display_length = 3000;
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pushSequence
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.Schedule(() => epilepsyWarning.State.Value = Visibility.Visible)
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.Schedule(() =>
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{
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musicController.CurrentTrack.VolumeTo(0.25, EpilepsyWarning.FADE_DURATION, Easing.OutQuint);
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epilepsyWarning.State.Value = Visibility.Visible;
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})
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.Delay(epilepsy_display_length)
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.Schedule(() => epilepsyWarning.Hide())
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.Schedule(() =>
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{
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epilepsyWarning.Hide();
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epilepsyWarning.Expire();
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})
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.Delay(EpilepsyWarning.FADE_DURATION);
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}
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@ -348,6 +359,10 @@ namespace osu.Game.Screens.Play
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// Note that this may change if the player we load requested a re-run.
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ValidForResume = false;
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// restore full volume immediately - there's a usually a period of silence at start of gameplay anyway.
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// note that this is delayed slightly to avoid volume spikes just before push.
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musicController.CurrentTrack.Delay(50).VolumeTo(1);
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if (player.LoadedBeatmapSuccessfully)
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this.Push(player);
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else
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@ -363,6 +378,10 @@ namespace osu.Game.Screens.Play
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private void cancelLoad()
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{
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// in case the epilepsy warning is being displayed, restore full volume.
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if (epilepsyWarning?.IsAlive == true)
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musicController.CurrentTrack.VolumeTo(1, EpilepsyWarning.FADE_DURATION, Easing.OutQuint);
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scheduledPushPlayer?.Cancel();
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scheduledPushPlayer = null;
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}
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