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273 lines
9.8 KiB
C#
273 lines
9.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// Encapsulates gameplay timing logic and provides a <see cref="Play.GameplayClock"/> for children.
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/// </summary>
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public class GameplayClockContainer : Container
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{
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private readonly WorkingBeatmap beatmap;
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[NotNull]
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private ITrack track;
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public readonly BindableBool IsPaused = new BindableBool();
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/// <summary>
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/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
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/// </summary>
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private readonly DecoupleableInterpolatingFramedClock adjustableClock;
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private readonly double gameplayStartTime;
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private readonly double firstHitObjectTime;
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public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
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{
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Default = 1,
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MinValue = 0.5,
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MaxValue = 2,
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Precision = 0.1,
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};
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/// <summary>
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/// The final clock which is exposed to underlying components.
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/// </summary>
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public GameplayClock GameplayClock => localGameplayClock;
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[Cached(typeof(GameplayClock))]
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private readonly LocalGameplayClock localGameplayClock;
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private Bindable<double> userAudioOffset;
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private readonly FramedOffsetClock userOffsetClock;
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private readonly FramedOffsetClock platformOffsetClock;
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public GameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime)
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{
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this.beatmap = beatmap;
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this.gameplayStartTime = gameplayStartTime;
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track = beatmap.Track;
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firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
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RelativeSizeAxes = Axes.Both;
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adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
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// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
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platformOffsetClock = new HardwareCorrectionOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
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// the final usable gameplay clock with user-set offsets applied.
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userOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock);
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// the clock to be exposed via DI to children.
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localGameplayClock = new LocalGameplayClock(userOffsetClock);
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GameplayClock.IsPaused.BindTo(IsPaused);
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}
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private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
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/// <summary>
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/// Duration before gameplay start time required before skip button displays.
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/// </summary>
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public const double MINIMUM_SKIP_TIME = 1000;
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private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
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userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
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// sane default provided by ruleset.
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double startTime = Math.Min(0, gameplayStartTime);
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// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
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// this is commonly used to display an intro before the audio track start.
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startTime = Math.Min(startTime, beatmap.Storyboard.FirstEventTime);
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// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
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// this is not available as an option in the live editor but can still be applied via .osu editing.
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if (beatmap.BeatmapInfo.AudioLeadIn > 0)
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startTime = Math.Min(startTime, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
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Seek(startTime);
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adjustableClock.ProcessFrame();
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}
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public void Restart()
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{
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Task.Run(() =>
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{
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track.Seek(0);
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track.Stop();
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Schedule(() =>
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{
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adjustableClock.ChangeSource(track);
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updateRate();
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if (!IsPaused.Value)
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Start();
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});
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});
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}
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public void Start()
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{
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// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
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// This accounts for the audio clock source potentially taking time to enter a completely stopped state
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Seek(GameplayClock.CurrentTime);
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adjustableClock.Start();
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IsPaused.Value = false;
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this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
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}
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/// <summary>
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/// Skip forward to the next valid skip point.
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/// </summary>
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public void Skip()
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{
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if (GameplayClock.CurrentTime > gameplayStartTime - MINIMUM_SKIP_TIME)
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return;
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double skipTarget = gameplayStartTime - MINIMUM_SKIP_TIME;
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if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
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// double skip exception for storyboards with very long intros
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skipTarget = 0;
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Seek(skipTarget);
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}
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/// <summary>
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/// Seek to a specific time in gameplay.
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/// <remarks>
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/// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
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/// </remarks>
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/// </summary>
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/// <param name="time">The destination time to seek to.</param>
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public void Seek(double time)
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{
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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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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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public void Stop()
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{
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this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => adjustableClock.Stop());
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IsPaused.Value = true;
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}
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/// <summary>
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/// Changes the backing clock to avoid using the originally provided track.
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/// </summary>
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public void StopUsingBeatmapClock()
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{
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removeSourceClockAdjustments();
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track = new TrackVirtual(track.Length);
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adjustableClock.ChangeSource(track);
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}
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protected override void Update()
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{
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if (!IsPaused.Value)
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{
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userOffsetClock.ProcessFrame();
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}
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base.Update();
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}
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private bool speedAdjustmentsApplied;
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private void updateRate()
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{
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if (speedAdjustmentsApplied)
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return;
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track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
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track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
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localGameplayClock.MutableNonGameplayAdjustments.Add(pauseFreqAdjust);
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localGameplayClock.MutableNonGameplayAdjustments.Add(UserPlaybackRate);
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speedAdjustmentsApplied = true;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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removeSourceClockAdjustments();
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}
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private void removeSourceClockAdjustments()
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{
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if (!speedAdjustmentsApplied) return;
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track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
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track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
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localGameplayClock.MutableNonGameplayAdjustments.Remove(pauseFreqAdjust);
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localGameplayClock.MutableNonGameplayAdjustments.Remove(UserPlaybackRate);
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speedAdjustmentsApplied = false;
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}
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private class LocalGameplayClock : GameplayClock
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{
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public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
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public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
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public LocalGameplayClock(FramedOffsetClock underlyingClock)
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: base(underlyingClock)
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{
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}
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}
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private class HardwareCorrectionOffsetClock : FramedOffsetClock
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{
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// we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
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// base implementation already adds offset at 1.0 rate, so we only add the difference from that here.
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public override double CurrentTime => base.CurrentTime + Offset * (Rate - 1);
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public HardwareCorrectionOffsetClock(IClock source, bool processSource = true)
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: base(source, processSource)
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{
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}
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}
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}
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}
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