diff --git a/osu.Game/Screens/Play/GameplayClockContainer.cs b/osu.Game/Screens/Play/GameplayClockContainer.cs index 8770c58430..9f13d15890 100644 --- a/osu.Game/Screens/Play/GameplayClockContainer.cs +++ b/osu.Game/Screens/Play/GameplayClockContainer.cs @@ -89,22 +89,22 @@ namespace osu.Game.Screens.Play } /// - /// Starts gameplay. + /// Starts gameplay and marks un-paused state. /// public virtual void Start() { ensureSourceClockSet(); + isPaused.Value = false; + + // the clock may be stopped via internal means (ie. not via `IsPaused`). if (!GameplayClock.IsRunning) { // Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time // This accounts for the clock source potentially taking time to enter a completely stopped state Seek(GameplayClock.CurrentTime); - GameplayClock.Start(); } - - isPaused.Value = false; } /// @@ -121,7 +121,7 @@ namespace osu.Game.Screens.Play } /// - /// Stops gameplay. + /// Stops gameplay and marks paused state. /// public void Stop() => isPaused.Value = true; @@ -134,11 +134,11 @@ namespace osu.Game.Screens.Play // Manually stop the source in order to not affect the IsPaused state. GameplayClock.Stop(); - if (!IsPaused.Value || startClock) - Start(); - ensureSourceClockSet(); Seek(StartTime); + + if (!IsPaused.Value || startClock) + Start(); } ///