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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.
This commit is contained in:
Dean Herbert 2022-09-01 23:45:59 +09:00
parent e1e46ad7aa
commit 23d5e8b286

View File

@ -390,6 +390,11 @@ namespace osu.Game
var framedClock = new FramedClock(beatmap.Track);
beatmapClock.ChangeSource(framedClock);
// Normally the internal decoupled clock will seek the *track* to the decoupled time, but we blocked this.
// It won't behave nicely unless we also set it to the track's time.
// Probably another thing which should be fixed in the decoupled mess (or just replaced).
beatmapClock.Seek(beatmap.Track.CurrentTime);
}
protected virtual void InitialiseFonts()