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248 lines
9.4 KiB
C#
248 lines
9.4 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.Linq;
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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.Logging;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// A <see cref="GameplayClockContainer"/> which uses a <see cref="WorkingBeatmap"/> as a source.
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/// <para>
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/// This is the most complete <see cref="GameplayClockContainer"/> which takes into account all user and platform offsets,
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/// and provides implementations for user actions such as skipping or adjusting playback rates that may occur during gameplay.
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/// </para>
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/// </summary>
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/// <remarks>
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/// This is intended to be used as a single controller for gameplay, or as a reference source for other <see cref="GameplayClockContainer"/>s.
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/// </remarks>
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public class MasterGameplayClockContainer : GameplayClockContainer, IBeatSyncProvider
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{
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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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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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private readonly WorkingBeatmap beatmap;
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private readonly double skipTargetTime;
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private readonly List<Bindable<double>> nonGameplayAdjustments = new List<Bindable<double>>();
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/// <summary>
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/// Stores the time at which the last <see cref="StopGameplayClock"/> call was triggered.
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/// This is used to ensure we resume from that precise point in time, ignoring the proceeding frequency ramp.
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///
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/// Optimally, we'd have gameplay ramp down with the frequency, but I believe this was intentionally disabled
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/// to avoid fails occurring after the pause screen has been shown.
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///
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/// In the future I want to change this.
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/// </summary>
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private double? actualStopTime;
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public override IEnumerable<double> NonGameplayAdjustments => nonGameplayAdjustments.Select(b => b.Value);
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/// <summary>
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/// Create a new master gameplay clock container.
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/// </summary>
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/// <param name="beatmap">The beatmap to be used for time and metadata references.</param>
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/// <param name="skipTargetTime">The latest time which should be used when introducing gameplay. Will be used when skipping forward.</param>
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public MasterGameplayClockContainer(WorkingBeatmap beatmap, double skipTargetTime)
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: base(beatmap.Track, true)
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{
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this.beatmap = beatmap;
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this.skipTargetTime = skipTargetTime;
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StartTime = findEarliestStartTime();
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}
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private double findEarliestStartTime()
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{
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// here we are trying to find the time to start playback from the "zero" point.
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// generally this is either zero, or some point earlier than zero in the case of storyboards, lead-ins etc.
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// start with the originally provided latest time (if before zero).
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double time = Math.Min(0, skipTargetTime);
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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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double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
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if (firstStoryboardEvent != null)
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time = Math.Min(time, firstStoryboardEvent.Value);
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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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double firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
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if (beatmap.BeatmapInfo.AudioLeadIn > 0)
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time = Math.Min(time, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
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return time;
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}
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protected override void StopGameplayClock()
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{
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actualStopTime = GameplayClock.CurrentTime;
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if (IsLoaded)
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{
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// During normal operation, the source is stopped after performing a frequency ramp.
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this.TransformBindableTo(GameplayClock.ExternalPauseFrequencyAdjust, 0, 2000, Easing.Out).OnComplete(_ =>
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{
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if (IsPaused.Value)
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base.StopGameplayClock();
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});
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}
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else
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{
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base.StopGameplayClock();
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// If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations.
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GameplayClock.ExternalPauseFrequencyAdjust.Value = 0;
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// We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment.
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// Without doing this, an initial seek may be performed with the wrong offset.
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GameplayClock.ProcessFrame();
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}
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}
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public override void Seek(double time)
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{
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// Safety in case the clock is seeked while stopped.
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actualStopTime = null;
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base.Seek(time);
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}
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protected override void PrepareStart()
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{
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if (actualStopTime != null)
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{
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Seek(actualStopTime.Value);
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actualStopTime = null;
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}
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else
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base.PrepareStart();
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}
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protected override void StartGameplayClock()
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{
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addSourceClockAdjustments();
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base.StartGameplayClock();
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if (IsLoaded)
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{
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this.TransformBindableTo(GameplayClock.ExternalPauseFrequencyAdjust, 1, 2000, Easing.In);
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}
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else
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{
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// If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations.
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GameplayClock.ExternalPauseFrequencyAdjust.Value = 1;
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// We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment.
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// Without doing this, an initial seek may be performed with the wrong offset.
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GameplayClock.ProcessFrame();
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}
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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 > skipTargetTime - MINIMUM_SKIP_TIME)
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return;
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double skipTarget = skipTargetTime - 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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/// 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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ChangeSource(new TrackVirtual(beatmap.Track.Length));
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addSourceClockAdjustments();
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}
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private bool speedAdjustmentsApplied;
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protected override void Update()
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{
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base.Update();
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if (GameplayClock.ExternalPauseFrequencyAdjust.Value < 1)
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Logger.Log($"{GameplayClock.CurrentTime}");
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}
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private void addSourceClockAdjustments()
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{
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if (speedAdjustmentsApplied)
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return;
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if (SourceClock is not Track track)
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return;
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track.AddAdjustment(AdjustableProperty.Frequency, GameplayClock.ExternalPauseFrequencyAdjust);
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track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
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nonGameplayAdjustments.Add(GameplayClock.ExternalPauseFrequencyAdjust);
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nonGameplayAdjustments.Add(UserPlaybackRate);
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speedAdjustmentsApplied = true;
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}
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private void removeSourceClockAdjustments()
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{
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if (!speedAdjustmentsApplied)
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return;
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if (SourceClock is not Track track)
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return;
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track.RemoveAdjustment(AdjustableProperty.Frequency, GameplayClock.ExternalPauseFrequencyAdjust);
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track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
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nonGameplayAdjustments.Remove(GameplayClock.ExternalPauseFrequencyAdjust);
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nonGameplayAdjustments.Remove(UserPlaybackRate);
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speedAdjustmentsApplied = false;
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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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ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.Beatmap.ControlPointInfo;
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IClock IBeatSyncProvider.Clock => this;
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ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
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}
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}
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