fix: fade state may get inconsistent on rapid ui open-close; correct logscale impl

This commit is contained in:
minjaesong
2023-11-19 20:05:44 +09:00
parent d77b8087cb
commit 04144fff08
7 changed files with 39 additions and 24 deletions

View File

@@ -302,7 +302,7 @@ class BuildingMaker(batch: FlippingSpriteBatch) : IngameInstance(batch) {
override fun show() {
Gdx.input.inputProcessor = BuildingMakerController(this)
(AudioMixer.musicTrack.filters[0] as Lowpass).setCutoff(TerrarumAudioMixerTrack.SAMPLING_RATEF)
(AudioMixer.musicTrack.filters[0] as Lowpass).setCutoff(TerrarumAudioMixerTrack.SAMPLING_RATEF / 2)
super.show()
}

View File

@@ -292,7 +292,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
IngameRenderer.setRenderedWorld(world)
blockMarkingActor.isVisible = true
AudioMixer.faderTrack.forEach { (it.filters[0] as Lowpass).setCutoff(SAMPLING_RATEF) }
AudioMixer.faderTrack.forEach { (it.filters[0] as Lowpass).setCutoff(SAMPLING_RATEF / 2) }
super.show() // this function sets gameInitialised = true

View File

@@ -296,7 +296,7 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
UILoadGovernor.reset()
(AudioMixer.musicTrack.filters[0] as Lowpass).setCutoff(TerrarumAudioMixerTrack.SAMPLING_RATEF)
(AudioMixer.musicTrack.filters[0] as Lowpass).setCutoff(TerrarumAudioMixerTrack.SAMPLING_RATEF / 2)
loadThingsWhileIntroIsVisible()

View File

@@ -365,8 +365,8 @@ class UIInventoryFull(
INGAME.pause()
INGAME.setTooltipMessage(null)
AudioMixer.requestLowpassIn(0.4)
AudioMixer.requestFadeOut(0.4, 0.5)
AudioMixer.requestLowpassIn(0.3)
AudioMixer.requestFadeOut(0.3, 0.5)
}
override fun doClosing(delta: Float) {
@@ -375,8 +375,8 @@ class UIInventoryFull(
INGAME.resume()
INGAME.setTooltipMessage(null)
AudioMixer.requestLowpassOut(0.4)
AudioMixer.requestFadeIn(0.4, 1.0)
AudioMixer.requestLowpassOut(0.3)
AudioMixer.requestFadeIn(0.3, 1.0)
}
override fun endOpening(delta: Float) {