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Call ProcessFrame on the userOffsetClock after a seek
Without doing this, GameplayClock can be left in an incorrect state after a seek (due to the userOffsetClock being its own FramedClock).
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@ -136,6 +136,9 @@ namespace osu.Game.Screens.Play
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// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
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// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
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// we may want to consider reversing the application of offsets in the future as it may feel more correct.
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// we may want to consider reversing the application of offsets in the future as it may feel more correct.
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adjustableClock.Seek(time - totalOffset);
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adjustableClock.Seek(time - totalOffset);
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// manually process frame to ensure GameplayClock is correctly updated after a seek.
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userOffsetClock.ProcessFrame();
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}
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}
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public void Stop()
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public void Stop()
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