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Ensure track is looping in song select immediately
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4cf4618bd1
commit
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@ -517,6 +517,8 @@ namespace osu.Game.Screens.Select
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FilterControl.Activate();
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ModSelect.SelectedMods.BindTo(selectedMods);
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music.TrackChanged += ensureTrackLooping;
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}
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private const double logo_transition = 250;
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@ -568,6 +570,7 @@ namespace osu.Game.Screens.Select
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BeatmapDetails.Refresh();
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music.CurrentTrack.Looping = true;
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music.TrackChanged += ensureTrackLooping;
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music.ResetTrackAdjustments();
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if (Beatmap != null && !Beatmap.Value.BeatmapSetInfo.DeletePending)
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@ -593,6 +596,7 @@ namespace osu.Game.Screens.Select
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BeatmapOptions.Hide();
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music.CurrentTrack.Looping = false;
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music.TrackChanged -= ensureTrackLooping;
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this.ScaleTo(1.1f, 250, Easing.InSine);
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@ -614,10 +618,14 @@ namespace osu.Game.Screens.Select
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FilterControl.Deactivate();
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music.CurrentTrack.Looping = false;
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music.TrackChanged -= ensureTrackLooping;
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return false;
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}
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private void ensureTrackLooping(WorkingBeatmap beatmap, TrackChangeDirection changeDirection)
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=> music.CurrentTrack.Looping = true;
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public override bool OnBackButton()
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{
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if (ModSelect.State.Value == Visibility.Visible)
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@ -653,8 +661,6 @@ namespace osu.Game.Screens.Select
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beatmapInfoWedge.Beatmap = beatmap;
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BeatmapDetails.Beatmap = beatmap;
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music.CurrentTrack.Looping = true;
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}
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private readonly WeakReference<ITrack> lastTrack = new WeakReference<ITrack>(null);
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