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mirror of https://github.com/ppy/osu.git synced 2024-11-11 11:37:28 +08:00

Change userBeatmapOffsetClock to a FramedOffsetClock

Assuming that the global audio offset is set perfectly, such that
any audio latency is fully accounted for, if a specific beatmap
still sounds out of sync, that would no longer be a latency issue.

Instead, it would indicate a misalignment between the beatmap's
track and time codes, the correction for which should be a
virtual-time offset, not a real-time offset.
This commit is contained in:
Mike Will 2024-02-18 22:16:54 -05:00
parent c87bc8b597
commit 012d6b7fe1

View File

@ -29,7 +29,7 @@ namespace osu.Game.Beatmaps
private readonly OffsetCorrectionClock? userGlobalOffsetClock;
private readonly OffsetCorrectionClock? platformOffsetClock;
private readonly OffsetCorrectionClock? userBeatmapOffsetClock;
private readonly FramedOffsetClock? userBeatmapOffsetClock;
private readonly IFrameBasedClock finalClockSource;
@ -70,7 +70,7 @@ namespace osu.Game.Beatmaps
userGlobalOffsetClock = new OffsetCorrectionClock(platformOffsetClock);
// User per-beatmap offset will be applied to this final clock.
finalClockSource = userBeatmapOffsetClock = new OffsetCorrectionClock(userGlobalOffsetClock);
finalClockSource = userBeatmapOffsetClock = new FramedOffsetClock(userGlobalOffsetClock);
}
else
{
@ -122,7 +122,7 @@ namespace osu.Game.Beatmaps
Debug.Assert(userBeatmapOffsetClock != null);
Debug.Assert(platformOffsetClock != null);
return userGlobalOffsetClock.RateAdjustedOffset + userBeatmapOffsetClock.RateAdjustedOffset + platformOffsetClock.RateAdjustedOffset;
return userGlobalOffsetClock.RateAdjustedOffset + userBeatmapOffsetClock.Offset + platformOffsetClock.RateAdjustedOffset;
}
}