Store platform offset clock in variable for visibility

This commit is contained in:
smoogipoo
2018-06-07 13:42:31 +09:00
parent 3745f9000b
commit d516a0a05c

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@ -149,10 +149,10 @@ namespace osu.Game.Screens.Play
// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited. // Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck. // This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
var offsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0 }; var platformOffsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0 };
// the final usable gameplay clock with user-set offsets applied. // the final usable gameplay clock with user-set offsets applied.
offsetClock = new FramedOffsetClock(offsetClock); var offsetClock = new FramedOffsetClock(platformOffsetClock);
userAudioOffset.ValueChanged += v => offsetClock.Offset = v; userAudioOffset.ValueChanged += v => offsetClock.Offset = v;
userAudioOffset.TriggerChange(); userAudioOffset.TriggerChange();