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https://github.com/ppy/osu
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Change default value of requestedByUser to false
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@ -56,7 +56,7 @@ namespace osu.Game.Tests.Visual.Navigation
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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if (withUserPause)
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AddStep("pause", () => Game.Dependencies.Get<MusicController>().Stop());
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AddStep("pause", () => Game.Dependencies.Get<MusicController>().Stop(true));
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AddStep("press enter", () => pressAndRelease(Key.Enter));
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@ -187,7 +187,7 @@ namespace osu.Game.Overlays
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/// Specifying <c>true</c> will ensure that other methods like <see cref="EnsurePlayingSomething"/>
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/// will not resume music playback until the next explicit call to <see cref="Play"/>.
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/// </param>
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public void Stop(bool requestedByUser = true)
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public void Stop(bool requestedByUser = false)
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{
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IsUserPaused |= requestedByUser;
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if (CurrentTrack.IsRunning)
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@ -201,7 +201,7 @@ namespace osu.Game.Overlays
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public bool TogglePause()
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{
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if (CurrentTrack.IsRunning)
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Stop();
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Stop(true);
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else
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Play();
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@ -472,7 +472,7 @@ namespace osu.Game.Screens.Play
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{
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// at the point of restarting the track should either already be paused or the volume should be zero.
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// stopping here is to ensure music doesn't become audible after exiting back to PlayerLoader.
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musicController.Stop(false);
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musicController.Stop();
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sampleRestart?.Play();
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RestartRequested?.Invoke();
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@ -189,7 +189,7 @@ namespace osu.Game.Tests.Visual
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rulesetDependencies?.Dispose();
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if (MusicController?.TrackLoaded == true)
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MusicController.Stop(false);
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MusicController.Stop();
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if (contextFactory?.IsValueCreated == true)
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contextFactory.Value.ResetDatabase();
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