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Fix test regressions on windows due to Reset
never being called
I'm not sure this is great. Without calling `Reset`, the correct initial time may not be set (ever). In practice this doesn't happen anywhere in the gameplay flow, but something worth noting. This change is required now that `Reset` isn't called in the constructor. It couldn't be called in the constructor because it would cause the audio track to reset its position too early. What an ordeal.
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@ -84,7 +84,7 @@ namespace osu.Game.Tests.Gameplay
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});
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});
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});
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});
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AddStep("reset clock", () => gameplayContainer.Start());
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AddStep("reset clock", () => gameplayContainer.Reset(startClock: true));
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AddUntilStep("sample played", () => sample.RequestedPlaying);
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AddUntilStep("sample played", () => sample.RequestedPlaying);
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AddUntilStep("sample has lifetime end", () => sample.LifetimeEnd < double.MaxValue);
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AddUntilStep("sample has lifetime end", () => sample.LifetimeEnd < double.MaxValue);
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@ -147,7 +147,7 @@ namespace osu.Game.Tests.Gameplay
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});
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});
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});
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});
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AddStep("start", () => gameplayContainer.Start());
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AddStep("reset clock", () => gameplayContainer.Reset(startClock: true));
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AddUntilStep("sample played", () => sample.IsPlayed);
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AddUntilStep("sample played", () => sample.IsPlayed);
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AddUntilStep("sample has lifetime end", () => sample.LifetimeEnd < double.MaxValue);
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AddUntilStep("sample has lifetime end", () => sample.LifetimeEnd < double.MaxValue);
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