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Add comment regarding no-longer-required schedule
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@ -211,6 +211,10 @@ namespace osu.Game
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Audio.Tracks.AddAdjustment(AdjustableProperty.Volume, new BindableDouble(0.8));
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Audio.Tracks.AddAdjustment(AdjustableProperty.Volume, new BindableDouble(0.8));
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Beatmap = new NonNullableBindable<WorkingBeatmap>(defaultBeatmap);
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Beatmap = new NonNullableBindable<WorkingBeatmap>(defaultBeatmap);
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// ScheduleAfterChildren is safety against something in the current frame accessing the previous beatmap's track
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// and potentially causing a reload of it after just unloading.
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// Note that the reason for this being added *has* been resolved, so it may be feasible to remover this if required.
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Beatmap.BindValueChanged(b => ScheduleAfterChildren(() =>
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Beatmap.BindValueChanged(b => ScheduleAfterChildren(() =>
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{
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{
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// compare to last beatmap as sometimes the two may share a track representation (optimisation, see WorkingBeatmap.TransferTo)
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// compare to last beatmap as sometimes the two may share a track representation (optimisation, see WorkingBeatmap.TransferTo)
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