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Fix beat sync components stopping after beatmap change
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Not an amazing fix, but it seems to work and would rather get this in
ASAP rather than trying to fix at a framework level.

Closes #20059.
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peppy committed Sep 1, 2022
1 parent e1e46ad commit 23d5e8b
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5 changes: 5 additions & 0 deletions osu.Game/OsuGameBase.cs
Original file line number Diff line number Diff line change
Expand Up @@ -390,6 +390,11 @@ private void onTrackChanged(WorkingBeatmap beatmap, TrackChangeDirection directi
var framedClock = new FramedClock(beatmap.Track);

beatmapClock.ChangeSource(framedClock);

// Normally the internal decoupled clock will seek the *track* to the decoupled time, but we blocked this.
// It won't behave nicely unless we also set it to the track's time.
// Probably another thing which should be fixed in the decoupled mess (or just replaced).
beatmapClock.Seek(beatmap.Track.CurrentTime);
}

protected virtual void InitialiseFonts()
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