From a1dbd7916b8a890e8a241b0d43f55aed39a1cd2a Mon Sep 17 00:00:00 2001 From: Aergwyn Date: Sun, 3 Dec 2017 14:03:43 +0100 Subject: [PATCH] fixes MusicController constantly trying to start a track In Detail: It tried to start a track if the current one ended even if no BeatmapSets were present. Also if only one BeatmapSet is present if will loop by itself now. --- osu.Game/Overlays/Music/PlaylistOverlay.cs | 6 ++++++ osu.Game/Overlays/MusicController.cs | 2 +- 2 files changed, 7 insertions(+), 1 deletion(-) diff --git a/osu.Game/Overlays/Music/PlaylistOverlay.cs b/osu.Game/Overlays/Music/PlaylistOverlay.cs index d05ad85726..eeb1982d91 100644 --- a/osu.Game/Overlays/Music/PlaylistOverlay.cs +++ b/osu.Game/Overlays/Music/PlaylistOverlay.cs @@ -149,6 +149,12 @@ namespace osu.Game.Overlays.Music private void playSpecified(BeatmapInfo info) { beatmapBacking.Value = beatmaps.GetWorkingBeatmap(info, beatmapBacking); + + if (BeatmapSets.Count() == 1) + beatmapBacking.Value.Track.Looping = true; + else + beatmapBacking.Value.Track.Looping = false; + beatmapBacking.Value.Track.Start(); } } diff --git a/osu.Game/Overlays/MusicController.cs b/osu.Game/Overlays/MusicController.cs index 4f57ea1bcd..b30ee8f6fc 100644 --- a/osu.Game/Overlays/MusicController.cs +++ b/osu.Game/Overlays/MusicController.cs @@ -251,7 +251,7 @@ namespace osu.Game.Overlays playButton.Icon = track.IsRunning ? FontAwesome.fa_pause_circle_o : FontAwesome.fa_play_circle_o; - if (track.HasCompleted && !track.Looping && !beatmapBacking.Disabled) + if (track.HasCompleted && !beatmapBacking.Disabled && playlist.BeatmapSets.Any()) next(); } else