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Fix disposal rather than performing some weird hack
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f59327cc3e
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@ -509,7 +509,7 @@ namespace osu.Game.Skinning
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/// <summary>
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/// <summary>
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/// A sample wrapper which keeps a reference to the contained skin to avoid finalizer garbage collection of the managing SampleStore.
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/// A sample wrapper which keeps a reference to the contained skin to avoid finalizer garbage collection of the managing SampleStore.
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/// </summary>
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/// </summary>
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private class LegacySkinSample : ISample
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private class LegacySkinSample : ISample, IDisposable
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{
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{
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private readonly Sample sample;
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private readonly Sample sample;
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@ -575,6 +575,8 @@ namespace osu.Game.Skinning
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public IBindable<double> AggregateFrequency => sample.AggregateFrequency;
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public IBindable<double> AggregateFrequency => sample.AggregateFrequency;
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public IBindable<double> AggregateTempo => sample.AggregateTempo;
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public IBindable<double> AggregateTempo => sample.AggregateTempo;
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public void Dispose() => sample.Dispose();
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}
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}
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}
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}
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}
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}
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@ -83,14 +83,6 @@ namespace osu.Game.Skinning
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bool wasPlaying = Playing;
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bool wasPlaying = Playing;
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if (activeChannel != null)
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{
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// when switching away from previous samples, we don't want to call Stop() on them as it sounds better to let them play out.
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// this may change in the future if we use PoolableSkinSample in more locations than gameplay.
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// we *do* want to turn off looping, else we end up with an infinite looping sample running in the background.
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activeChannel.Looping = false;
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}
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sampleContainer.Clear();
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sampleContainer.Clear();
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Sample = null;
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Sample = null;
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