Merge pull request #9731 from peppy/fix-multiple-tracks-playing

Fix next track starting occasionally starting before previous one is paused
This commit is contained in:
Dan Balasescu
2020-07-31 22:53:02 +09:00
committed by GitHub

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@ -236,8 +236,8 @@ namespace osu.Game.Overlays
{ {
if (beatmap is Bindable<WorkingBeatmap> working) if (beatmap is Bindable<WorkingBeatmap> working)
working.Value = beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value); working.Value = beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value);
beatmap.Value.Track.Restart();
restartTrack();
return PreviousTrackResult.Previous; return PreviousTrackResult.Previous;
} }
@ -262,13 +262,21 @@ namespace osu.Game.Overlays
{ {
if (beatmap is Bindable<WorkingBeatmap> working) if (beatmap is Bindable<WorkingBeatmap> working)
working.Value = beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value); working.Value = beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value);
beatmap.Value.Track.Restart();
restartTrack();
return true; return true;
} }
return false; return false;
} }
private void restartTrack()
{
// if not scheduled, the previously track will be stopped one frame later (see ScheduleAfterChildren logic in GameBase).
// we probably want to move this to a central method for switching to a new working beatmap in the future.
Schedule(() => beatmap.Value.Track.Restart());
}
private WorkingBeatmap current; private WorkingBeatmap current;
private TrackChangeDirection? queuedDirection; private TrackChangeDirection? queuedDirection;