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Remove ClockToProcess, always process underlying clock
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@ -128,8 +128,6 @@ namespace osu.Game.Screens.Play
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Seek(skipTarget);
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}
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protected override IFrameBasedClock ClockToProcess => userOffsetClock;
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protected override GameplayClock CreateGameplayClock(IFrameBasedClock source)
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{
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// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
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