Enforce minimum gameplay sample volume of 5% #25185
Merged
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RFC. Addresses #25165 (comment)
As per my comment there, stable's sample volume floor is actually 8%, but it is enforced in what seem to be completely stupid ways (in the UI it's 5%, but actual playback takes place at minimum 8%). Since that seems weird and bad, and basically nobody seems to know about it (source: a brief discussion I had with the NAT today), and it seems there should be no harm in actually having the cap be 5% without weird gymnastics or lying to the users, that's what I ended up doing.
Testing resources
VolumeTesting.zip contains 3 beatmaps:
HitCircleVolume
contains 25 hitcircles with 1 sec spacing, with volume ranging from 0 to 24HitCircleSlider
contains 15 sliders with 3 sec spacing, with volume ranging from 0 to 14HitCircleSpinner
contains 15 spinners with 3 sec spacing, with volume ranging from 0 to 14taiko was also tested on
HitCircleVolume
to cover theGameplaySampleTriggerSource
part of this diff.Test results
Recordings obtained from playing back the beatmaps as WAV files are available here:
Recordings were captured via 'stereo mix' input on my windows box. Visual waveform comparison, for convenience:
Please disregard the weird tick spam on the
spinners
case. I'm not sure where that's coming from but it's pretty clearly not broken by this PR.I'll investigate the cause of this in more detail later.This is fixed by #25216.