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Remove test guarantee of audio time not advancing
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@ -122,7 +122,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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resumeAndConfirm();
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resumeAndConfirm();
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AddAssert("Resumed without seeking forward", () => Player.LastResumeTime, () => Is.LessThanOrEqualTo(Player.LastPauseTime));
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AddAssert("continued playing forward", () => Player.LastResumeTime, () => Is.GreaterThanOrEqualTo(Player.LastPauseTime));
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AddUntilStep("player playing", () => Player.LocalUserPlaying.Value);
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AddUntilStep("player playing", () => Player.LocalUserPlaying.Value);
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}
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}
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@ -78,8 +78,6 @@ namespace osu.Game.Screens.Play
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isPaused.Value = false;
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isPaused.Value = false;
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PrepareStart();
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// The case which caused this to be added is FrameStabilityContainer, which manages its own current and elapsed time.
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// The case which caused this to be added is FrameStabilityContainer, which manages its own current and elapsed time.
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// Because we generally update our own current time quicker than children can query it (via Start/Seek/Update),
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// Because we generally update our own current time quicker than children can query it (via Start/Seek/Update),
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// this means that the first frame ever exposed to children may have a non-zero current time.
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// this means that the first frame ever exposed to children may have a non-zero current time.
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@ -99,14 +97,6 @@ namespace osu.Game.Screens.Play
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});
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});
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}
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}
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/// <summary>
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/// When <see cref="Start"/> is called, this will be run to give an opportunity to prepare the clock at the correct
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/// start location.
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/// </summary>
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protected virtual void PrepareStart()
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{
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}
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/// <summary>
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/// <summary>
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/// Seek to a specific time in gameplay.
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/// Seek to a specific time in gameplay.
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/// </summary>
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/// </summary>
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