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Fix beat sync components stopping after beatmap change
Not an amazing fix, but it seems to work and would rather get this in ASAP rather than trying to fix at a framework level. Closes #20059.
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@ -390,6 +390,11 @@ namespace osu.Game
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var framedClock = new FramedClock(beatmap.Track);
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beatmapClock.ChangeSource(framedClock);
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// Normally the internal decoupled clock will seek the *track* to the decoupled time, but we blocked this.
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// It won't behave nicely unless we also set it to the track's time.
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// Probably another thing which should be fixed in the decoupled mess (or just replaced).
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beatmapClock.Seek(beatmap.Track.CurrentTime);
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}
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protected virtual void InitialiseFonts()
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