diff --git a/osu.Game/Screens/Play/GameplayClockContainer.cs b/osu.Game/Screens/Play/GameplayClockContainer.cs index e6a38a9946..3c920babee 100644 --- a/osu.Game/Screens/Play/GameplayClockContainer.cs +++ b/osu.Game/Screens/Play/GameplayClockContainer.cs @@ -138,12 +138,15 @@ namespace osu.Game.Screens.Play /// Resets this and the source to an initial state ready for gameplay. /// /// The time to seek to on resetting. If null, the existing will be used. - /// Whether to start the clock immediately, if not already started. + /// Whether to start the clock immediately. If false, the clock will remain stopped after this call. public void Reset(double? time = null, bool startClock = false) { bool wasPaused = isPaused.Value; - Stop(); + // The intention of the Reset method is to get things into a known sane state. + // As such, we intentionally stop the underlying clock directly here, bypassing Stop/StopGameplayClock. + // This is to avoid any kind of isPaused state checks and frequency ramping (as provided by MasterGameplayClockContainer). + GameplayClock.Stop(); if (time != null) StartTime = time.Value;