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Remove manual audio thread synchronisation logic
No longer required as calls are blocking.
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@ -13,7 +13,6 @@ using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using OpenTK;
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using OpenTK.Graphics;
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using System.Threading;
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namespace osu.Game.Overlays.Music
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{
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@ -153,11 +152,6 @@ namespace osu.Game.Overlays.Music
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var track = beatmapBacking.Value.Track;
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track.Restart();
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// this is temporary until we have blocking (async.Wait()) audio component methods.
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// then we can call RestartAsync().Wait() or the blocking version above.
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while (!track.IsRunning)
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Thread.Sleep(1);
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}
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}
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@ -327,11 +327,6 @@ namespace osu.Game.Screens.Play
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{
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adjustableSourceClock.Reset();
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// this is temporary until we have blocking (async.Wait()) audio component methods.
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// then we can call ResetAsync().Wait() or the blocking version above.
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while (adjustableSourceClock.IsRunning)
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Thread.Sleep(1);
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Schedule(() =>
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{
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decoupledClock.ChangeSource(adjustableSourceClock);
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