diff --git a/osu.Game.Tests/Beatmaps/Formats/LegacyStoryboardDecoderTest.cs b/osu.Game.Tests/Beatmaps/Formats/LegacyStoryboardDecoderTest.cs
index b36597a949..7bee580863 100644
--- a/osu.Game.Tests/Beatmaps/Formats/LegacyStoryboardDecoderTest.cs
+++ b/osu.Game.Tests/Beatmaps/Formats/LegacyStoryboardDecoderTest.cs
@@ -111,7 +111,7 @@ namespace osu.Game.Tests.Beatmaps.Formats
Assert.AreEqual(1500, background.Elements[0].StartTime);
Assert.AreEqual(1000, background.Elements[1].StartTime);
- Assert.AreEqual(1000, storyboard.FirstEventTime);
+ Assert.AreEqual(1000, storyboard.EarliestEventTime);
}
}
diff --git a/osu.Game/Screens/Play/GameplayClockContainer.cs b/osu.Game/Screens/Play/GameplayClockContainer.cs
index 0248432917..ddbb087962 100644
--- a/osu.Game/Screens/Play/GameplayClockContainer.cs
+++ b/osu.Game/Screens/Play/GameplayClockContainer.cs
@@ -131,7 +131,9 @@ namespace osu.Game.Screens.Play
// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
// this is commonly used to display an intro before the audio track start.
- startTime = Math.Min(startTime, beatmap.Storyboard.FirstEventTime);
+ double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
+ if (firstStoryboardEvent != null)
+ startTime = Math.Min(startTime, firstStoryboardEvent.Value);
// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
// this is not available as an option in the live editor but can still be applied via .osu editing.
diff --git a/osu.Game/Storyboards/Storyboard.cs b/osu.Game/Storyboards/Storyboard.cs
index e0d18eab00..d4ba18d394 100644
--- a/osu.Game/Storyboards/Storyboard.cs
+++ b/osu.Game/Storyboards/Storyboard.cs
@@ -4,6 +4,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
+using Microsoft.EntityFrameworkCore.Internal;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
@@ -27,7 +28,14 @@ namespace osu.Game.Storyboards
public bool HasDrawable => Layers.Any(l => l.Elements.Any(e => e.IsDrawable));
- public double FirstEventTime => Layers.Min(l => l.Elements.FirstOrDefault()?.StartTime ?? 0);
+ ///
+ /// Across all layers, find the earliest point in time that a storyboard element exists at.
+ /// Will return null if there are no elements.
+ ///
+ ///
+ /// This iterates all elements and as such should be used sparingly or stored locally.
+ ///
+ public double? EarliestEventTime => Layers.SelectMany(l => l.Elements).OrderBy(e => e.StartTime).FirstOrDefault()?.StartTime;
///
/// Depth of the currently front-most storyboard layer, excluding the overlay layer.