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Avoid setting the source clock until gameplay is ready to start
Without this change, the audio track may audibly seek during load proceedings.
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@ -70,14 +70,13 @@ namespace osu.Game.Beatmaps
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set => decoupledClock.IsCoupled = value;
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}
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public FramedBeatmapClock(IClock? sourceClock = null, bool applyOffsets = false)
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public FramedBeatmapClock(bool applyOffsets = false)
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{
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this.applyOffsets = applyOffsets;
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// A decoupled clock is used to ensure precise time values even when the host audio subsystem is not reporting
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// high precision times (on windows there's generally only 5-10ms reporting intervals, as an example).
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decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = true };
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decoupledClock.ChangeSource(sourceClock);
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if (applyOffsets)
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{
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