diff --git a/osu.Game/Rulesets/Edit/HitObjectComposer.cs b/osu.Game/Rulesets/Edit/HitObjectComposer.cs index 087e733d77..36419ebd1f 100644 --- a/osu.Game/Rulesets/Edit/HitObjectComposer.cs +++ b/osu.Game/Rulesets/Edit/HitObjectComposer.cs @@ -180,7 +180,7 @@ namespace osu.Game.Rulesets.Edit var timingPoint = cpi.TimingPointAt(adjustableClock.CurrentTime); if (direction < 0 && timingPoint.Time == adjustableClock.CurrentTime) { - // When going backwards, we care about the timing point that was _previously_ active at the current time + // When going backwards and we're at the boundary of two timing points, we compute the seek distance with the timing point which we are seeking into int activeIndex = cpi.TimingPoints.IndexOf(timingPoint); while (activeIndex > 0 && adjustableClock.CurrentTime == timingPoint.Time) timingPoint = cpi.TimingPoints[--activeIndex];