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Thanks for your contribution. I'd say the more desired behaviour is to have volume control for hitsounds, rather than a toggle. |
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This is a toggle as it's being applied as a multiplier on top of the effects volume, having a slider would make 100% be the same volume as the current effects volume, which may be confusing. |
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Also against this feature in its current form.
Easiest path towards that would probably be to put gameplay samples on a separate mixer. Which is something we may want to do at some point anyway, but definitely will not be a 20-line diff like this is. |
Failing this, exposing an audio adjustment for the gameplay/ruleset audio container should be relatively simple. |
Add Volume slider for gameplay sounds Modify ruleset container to AudioMixerContainer Swap Music and effects sliders
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I made some modifications in framework to allow mixers to have their own volume, now this PR depends on this one: ppy/osu-framework#6326 |
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Seems like this went a bit cold, but think that while we're at it you could make a "constant volume" tick to satisfy #18654 as well? |
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This is not relevant in any way to this PR. It should be done separately. |
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Hello everyone! All the best! PS. All that said, awesome job on Osu and on all your other work and contributions. You are truly appreciated! Much love! |
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Thanks for the contribution. I'm closing this because it's made from a |
) - Builds off #28733 - Addresses #37901, #38410, #18654, #25068, #34798 - [x] Depends on ppy/osu-framework#6834 Caveats: - Intentionally called "hitsound volume", not "gameplay volume" because the intention is to specifically target hitsounds. Gameplay effects should still be adjusted by the effect volume, as far as I'm concerned. (alternative take: call this gameplay and include everything non-UI, then rename "effect" to "UI sounds" or something) - Affects everything in the playfield and overlay layers. This seems like a pretty good separation point, which includes things like the metronome from muted mod. It's about what players will expect from this. - Does not affect storyboards. I'm sure we're going to get people complaining about that meaning that "storyboarded hitsounds" are not affected, but I'm not sure whether this is a correct take or not. - The following now reads bad. It looks as if the "beatmap hitsounds" would be a toggle turning them off, not enabling/disabling beatmap skinned hitsounds. Open to suggestion: <img width="726" height="456" alt="CleanShot 2026-10-06 at 21 48 33@2x" src="https://github.com/user-attachments/assets/23cedcdf-fe2f-49c9-b3d6-b6204f1d9af0" /> There may be exceptions that come up which we need to handle separately. I may do a 180 based on how this is received and adjust more than one of the caveats above. Tachyon feedback will be important here. I also have started on a redesign of the volume overlay to better house this. Consider the one in this PR a temporary change. --- This brings a long-sought feature online. I'm not 100% sure on what this should or shouldn't cover, so any feedback is appreciated on how this works for you! <img width="3428" height="2154" alt="CleanShot 2026-10-06 at 21 50 49@2x" src="https://github.com/user-attachments/assets/72b714f3-f244-4987-b1bf-ca8e41d23ec9" />
Hi! First time contributing here!
This PR adds the option to mute only hitsounds.
The setting is available on the main menu and on the play "quick" menu
I followed what was already in place for the mute mod and, while this aims to only mute hitsounds, AFAIK my implementation will mute any sounds coming from the ruleset drawable, I don't know if this impacts other desired sounds, if this is acceptable or if the name should be changed from "hitsounds" to something else to better reflect this "ruleset mute".