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Fix editor playing too many sounds when user performs a manual seek during playback
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@ -234,7 +234,7 @@ namespace osu.Game.Screens.Edit
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AddInternal(editorBeatmap = new EditorBeatmap(playableBeatmap, loadableBeatmap.GetSkin(), loadableBeatmap.BeatmapInfo));
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AddInternal(editorBeatmap = new EditorBeatmap(playableBeatmap, loadableBeatmap.GetSkin(), loadableBeatmap.BeatmapInfo));
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dependencies.CacheAs(editorBeatmap);
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dependencies.CacheAs(editorBeatmap);
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editorBeatmap.UpdateInProgress.BindValueChanged(updateInProgress);
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editorBeatmap.UpdateInProgress.BindValueChanged(_ => updateSampleDisabledState());
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canSave = editorBeatmap.BeatmapInfo.Ruleset.CreateInstance() is ILegacyRuleset;
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canSave = editorBeatmap.BeatmapInfo.Ruleset.CreateInstance() is ILegacyRuleset;
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@ -659,7 +659,7 @@ namespace osu.Game.Screens.Edit
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if (isNewBeatmap || HasUnsavedChanges)
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if (isNewBeatmap || HasUnsavedChanges)
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{
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{
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samplePlaybackDisabled.Value = true;
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updateSampleDisabledState();
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dialogOverlay?.Push(new PromptForSaveDialog(confirmExit, confirmExitWithSave, cancelExit));
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dialogOverlay?.Push(new PromptForSaveDialog(confirmExit, confirmExitWithSave, cancelExit));
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return true;
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return true;
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}
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}
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@ -729,27 +729,6 @@ namespace osu.Game.Screens.Edit
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this.Exit();
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this.Exit();
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}
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}
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#region Mute from update application
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private ScheduledDelegate temporaryMuteRestorationDelegate;
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private bool temporaryMuteFromUpdateInProgress;
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private void updateInProgress(ValueChangedEvent<bool> obj)
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{
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temporaryMuteFromUpdateInProgress = true;
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updateSampleDisabledState();
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// Debounce is arbitrarily high enough to avoid flip-flopping the value each other frame.
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temporaryMuteRestorationDelegate?.Cancel();
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temporaryMuteRestorationDelegate = Scheduler.AddDelayed(() =>
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{
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temporaryMuteFromUpdateInProgress = false;
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updateSampleDisabledState();
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}, 50);
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}
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#endregion
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#region Clipboard support
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#region Clipboard support
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private EditorMenuItem cutMenuItem;
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private EditorMenuItem cutMenuItem;
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@ -883,11 +862,28 @@ namespace osu.Game.Screens.Edit
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}
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}
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}
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}
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[CanBeNull]
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private ScheduledDelegate playbackDisabledDebounce;
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private void updateSampleDisabledState()
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private void updateSampleDisabledState()
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{
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{
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samplePlaybackDisabled.Value = clock.SeekingOrStopped.Value
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bool shouldDisableSamples = clock.SeekingOrStopped.Value
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|| currentScreen is not ComposeScreen
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|| currentScreen is not ComposeScreen
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|| temporaryMuteFromUpdateInProgress;
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|| editorBeatmap.UpdateInProgress.Value
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|| dialogOverlay?.CurrentDialog != null;
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playbackDisabledDebounce?.Cancel();
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if (shouldDisableSamples)
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{
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samplePlaybackDisabled.Value = true;
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}
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else
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{
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// Debounce re-enabling arbitrarily high enough to avoid flip-flopping during beatmap updates
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// or rapid user seeks.
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playbackDisabledDebounce = Scheduler.AddDelayed(() => samplePlaybackDisabled.Value = false, 50);
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}
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}
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}
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private void seek(UIEvent e, int direction)
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private void seek(UIEvent e, int direction)
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