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Attempt to explain source initialisation better
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@ -63,8 +63,7 @@ namespace osu.Game.Screens.Play
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/// </summary>
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/// </summary>
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public virtual void Start()
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public virtual void Start()
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{
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{
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// Ensure that the source clock is set.
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ensureSourceClockSet();
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ChangeSource(SourceClock);
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if (!AdjustableSource.IsRunning)
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if (!AdjustableSource.IsRunning)
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{
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{
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@ -100,7 +99,7 @@ namespace osu.Game.Screens.Play
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/// </summary>
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/// </summary>
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public virtual void Reset()
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public virtual void Reset()
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{
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{
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ChangeSource(SourceClock);
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ensureSourceClockSet();
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Seek(0);
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Seek(0);
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// Manually stop the source in order to not affect the IsPaused state.
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// Manually stop the source in order to not affect the IsPaused state.
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@ -116,6 +115,15 @@ namespace osu.Game.Screens.Play
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/// <param name="sourceClock">The new source.</param>
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/// <param name="sourceClock">The new source.</param>
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protected void ChangeSource(IClock sourceClock) => AdjustableSource.ChangeSource(SourceClock = sourceClock);
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protected void ChangeSource(IClock sourceClock) => AdjustableSource.ChangeSource(SourceClock = sourceClock);
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/// <summary>
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/// Ensures that the <see cref="AdjustableSource"/> is set to <see cref="SourceClock"/>.
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/// This is usually done before a seek to avoid accidentally seeking only the adjustable source in decoupled mode,
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/// but not the actual source clock.
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/// That will pretty much only happen on the very first call of this method, as the source clock is passed in the constructor,
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/// but it is not yet set on the adjustable source there.
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/// </summary>
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private void ensureSourceClockSet() => ChangeSource(SourceClock);
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protected override void Update()
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protected override void Update()
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{
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{
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if (!IsPaused.Value)
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if (!IsPaused.Value)
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