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Apply platform universal offset at player level
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@ -4,6 +4,7 @@
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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@ -143,8 +144,12 @@ namespace osu.Game.Screens.Play
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adjustableClock.ProcessFrame();
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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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// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
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var offsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0 };
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// the final usable gameplay clock with user-set offsets applied.
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var offsetClock = new FramedOffsetClock(adjustableClock);
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offsetClock = new FramedOffsetClock(offsetClock);
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userAudioOffset.ValueChanged += v => offsetClock.Offset = v;
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userAudioOffset.TriggerChange();
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