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Add method flow to reset applied adjustments
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@ -196,7 +196,9 @@ namespace osu.Game.Screens.Play
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void IAdjustableClock.Reset() => Reset();
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public void ResetSpeedAdjustments() => throw new NotImplementedException();
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public virtual void ResetSpeedAdjustments()
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{
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}
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double IAdjustableClock.Rate
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{
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@ -238,11 +238,14 @@ namespace osu.Game.Screens.Play
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void IAdjustableAudioComponent.RemoveAdjustment(AdjustableProperty type, IBindable<double> adjustBindable) =>
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track.RemoveAdjustment(type, adjustBindable);
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public void RemoveAllAdjustments(AdjustableProperty type)
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public override void ResetSpeedAdjustments()
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{
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throw new NotImplementedException();
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track.RemoveAllAdjustments(AdjustableProperty.Frequency);
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track.RemoveAllAdjustments(AdjustableProperty.Tempo);
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}
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public void RemoveAllAdjustments(AdjustableProperty type) => throw new NotImplementedException();
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public void BindAdjustments(IAggregateAudioAdjustment component) => throw new NotImplementedException();
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public void UnbindAdjustments(IAggregateAudioAdjustment component) => throw new NotImplementedException();
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@ -999,9 +999,12 @@ namespace osu.Game.Screens.Play
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// Our mods are local copies of the global mods so they need to be re-applied to the track.
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// This is done through the music controller (for now), because resetting speed adjustments on the beatmap track also removes adjustments provided by DrawableTrack.
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// Todo: In the future, player will receive in a track and will probably not have to worry about this...
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musicController.ResetTrackAdjustments();
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foreach (var mod in GameplayState.Mods.OfType<IApplicableToTrack>())
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mod.ApplyToTrack(musicController.CurrentTrack);
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if (GameplayClockContainer is IAdjustableAudioComponent adjustableClock)
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{
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GameplayClockContainer.ResetSpeedAdjustments();
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foreach (var mod in GameplayState.Mods.OfType<IApplicableToTrack>())
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mod.ApplyToTrack(adjustableClock);
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}
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updateGameplayState();
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