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Fix lead-in logic to match stable
Also adds storyboard event priority support.
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@ -99,7 +99,13 @@ namespace osu.Game.Screens.Play
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userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
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userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
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adjustableClock.Seek(Math.Min(0, gameplayStartTime - totalOffset - (allowLeadIn ? beatmap.BeatmapInfo.AudioLeadIn : 0)));
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double startTime = -beatmap.BeatmapInfo.AudioLeadIn;
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startTime = Math.Min(startTime, beatmap.Storyboard.FirstEventTime);
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startTime = Math.Min(startTime, gameplayStartTime);
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startTime = Math.Min(startTime, 0);
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Seek(startTime);
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adjustableClock.ProcessFrame();
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UserPlaybackRate.ValueChanged += _ => updateRate();
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