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Use fire-and-forget async operations on global track
This avoids any blocking overhead caused by a backlogged audio thread. Test seem to pass so might be okay? Note that order is still guaranteed due to the `ensureUpdateThread` queueing system framework-side.
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@ -133,9 +133,9 @@ namespace osu.Game.Overlays
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UserPauseRequested = false;
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if (restart)
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CurrentTrack.Restart();
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CurrentTrack.RestartAsync();
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else if (!IsPlaying)
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CurrentTrack.Start();
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CurrentTrack.StartAsync();
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return true;
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}
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@ -152,7 +152,7 @@ namespace osu.Game.Overlays
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{
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UserPauseRequested |= requestedByUser;
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if (CurrentTrack.IsRunning)
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CurrentTrack.Stop();
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CurrentTrack.StopAsync();
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}
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/// <summary>
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@ -250,7 +250,7 @@ namespace osu.Game.Overlays
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{
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// if not scheduled, the previously track will be stopped one frame later (see ScheduleAfterChildren logic in GameBase).
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// we probably want to move this to a central method for switching to a new working beatmap in the future.
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Schedule(() => CurrentTrack.Restart());
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Schedule(() => CurrentTrack.RestartAsync());
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}
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private WorkingBeatmap current;
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@ -430,11 +430,19 @@ namespace osu.Game.Tests.Visual
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return accumulated == seek;
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}
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public override Task<bool> SeekAsync(double seek) => Task.FromResult(Seek(seek));
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public override void Start()
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{
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running = true;
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}
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public override Task StartAsync()
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{
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Start();
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return Task.CompletedTask;
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}
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public override void Reset()
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{
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Seek(0);
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@ -450,6 +458,12 @@ namespace osu.Game.Tests.Visual
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}
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}
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public override Task StopAsync()
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{
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Stop();
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return Task.CompletedTask;
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}
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public override bool IsRunning => running;
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private double? lastReferenceTime;
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