Fix test regressions on windows due to `Reset` never being called

I'm not sure this is great. Without calling `Reset`, the correct initial
time may not be set (ever). In practice this doesn't happen anywhere in
the gameplay flow, but something worth noting.

This change is required now that `Reset` isn't called in the
constructor. It couldn't be called in the constructor because it would
cause the audio track to reset its position too early.

What an ordeal.
This commit is contained in:
Dean Herbert 2022-08-24 11:50:19 +09:00
parent 29fed0c4a3
commit 46d000b8ce
1 changed files with 2 additions and 2 deletions

View File

@ -84,7 +84,7 @@ public void TestSamplePlaybackAtZero()
});
});
AddStep("reset clock", () => gameplayContainer.Start());
AddStep("reset clock", () => gameplayContainer.Reset(startClock: true));
AddUntilStep("sample played", () => sample.RequestedPlaying);
AddUntilStep("sample has lifetime end", () => sample.LifetimeEnd < double.MaxValue);
@ -147,7 +147,7 @@ public void TestSamplePlaybackWithBeatmapHitsoundsOff()
});
});
AddStep("start", () => gameplayContainer.Start());
AddStep("reset clock", () => gameplayContainer.Reset(startClock: true));
AddUntilStep("sample played", () => sample.IsPlayed);
AddUntilStep("sample has lifetime end", () => sample.LifetimeEnd < double.MaxValue);