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Merge pull request #4156 from Aergwyn/correct-preview-loop
Correctly loop from preview point in song select Co-authored-by: Dean Herbert <pe@ppy.sh>
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commit
8d770404c0
@ -414,7 +414,6 @@ namespace osu.Game.Screens.Select
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{
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Logger.Log($"beatmap changed from \"{Beatmap.Value.BeatmapInfo}\" to \"{beatmap}\"");
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preview = beatmap?.BeatmapSetInfoID != Beatmap.Value?.BeatmapInfo.BeatmapSetInfoID;
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Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap, Beatmap.Value);
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if (beatmap != null)
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@ -426,7 +425,8 @@ namespace osu.Game.Screens.Select
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}
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}
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if (this.IsCurrentScreen()) ensurePlayingSelected(preview);
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if (this.IsCurrentScreen())
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ensurePlayingSelected();
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UpdateBeatmap(Beatmap.Value);
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}
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}
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@ -577,17 +577,17 @@ namespace osu.Game.Screens.Select
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beatmap.Track.Looping = true;
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}
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private void ensurePlayingSelected(bool preview = false)
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private void ensurePlayingSelected(bool restart = false)
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{
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Track track = Beatmap.Value.Track;
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if (!track.IsRunning)
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if (!track.IsRunning || restart)
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{
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// Ensure the track is added to the TrackManager, since it is removed after the player finishes the map.
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// Using AddItemToList rather than AddItem so that it doesn't attempt to register adjustment dependencies more than once.
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Game.Audio.Track.AddItemToList(track);
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if (preview) track.Seek(Beatmap.Value.Metadata.PreviewTime);
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track.Start();
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track.RestartPoint = Beatmap.Value.Metadata.PreviewTime;
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track.Restart();
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}
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}
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