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Account for potentially longer non-last objects
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@ -226,9 +226,11 @@ namespace osu.Game.Tests.Visual
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public ClockBackedTestWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio)
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: base(beatmap, storyboard, audio)
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{
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var lastHitObject = beatmap.HitObjects.LastOrDefault();
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double trackLength = 60000;
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double trackLength = lastHitObject?.GetEndTime() + 2000 ?? 60000;
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if (beatmap.HitObjects.Count > 0)
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// add buffer after last hitobject to allow for final replay frames etc.
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trackLength = beatmap.HitObjects.Max(h => h.GetEndTime()) + 2000;
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if (referenceClock != null)
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{
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