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Fix no audiomanager in test scene working beatmap
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps;
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@ -18,8 +19,9 @@ namespace osu.Game.Tests.Beatmaps
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/// </summary>
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/// <param name="beatmap">The beatmap.</param>
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/// <param name="storyboard">An optional storyboard.</param>
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public TestWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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: base(beatmap.BeatmapInfo, null)
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/// <param name="audioManager">The <see cref="AudioManager"/>.</param>
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public TestWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null, AudioManager audioManager = null)
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: base(beatmap.BeatmapInfo, audioManager)
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{
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this.beatmap = beatmap;
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this.storyboard = storyboard;
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@ -179,7 +179,7 @@ namespace osu.Game.Tests.Visual
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/// <param name="audio">Audio manager. Required if a reference clock isn't provided.</param>
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/// <param name="length">The length of the returned virtual track.</param>
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public ClockBackedTestWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio, double length = 60000)
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: base(beatmap, storyboard)
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: base(beatmap, storyboard, audio)
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{
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if (referenceClock != null)
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{
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