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Fix single threaded seeking not working due to unnecessary seek call

This commit is contained in:
Dean Herbert 2020-12-10 17:42:28 +09:00
parent a5e2509d52
commit 679a550d83

View File

@ -153,14 +153,17 @@ namespace osu.Game.Screens.Play
} }
public void Start() public void Start()
{
if (!adjustableClock.IsRunning)
{ {
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time // Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
// This accounts for the audio clock source potentially taking time to enter a completely stopped state // This accounts for the audio clock source potentially taking time to enter a completely stopped state
Seek(GameplayClock.CurrentTime); Seek(GameplayClock.CurrentTime);
adjustableClock.Start();
IsPaused.Value = false;
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In); this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
adjustableClock.Start();
}
IsPaused.Value = false;
} }
/// <summary> /// <summary>