Apply different workaround to fix ranked play single thread audio issues#37477
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peppy merged 4 commits intoppy:masterfrom Apr 22, 2026
Merged
Apply different workaround to fix ranked play single thread audio issues#37477peppy merged 4 commits intoppy:masterfrom
peppy merged 4 commits intoppy:masterfrom
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bdach
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Apr 22, 2026
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| if (!previewTrack.TrackLoaded) | ||
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| trackStartStopAction = Schedule(startPreviewIfAvailable); |
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one worry i would have is the possibility that this gets scheduled after RankedPlayScreen.On{Suspending,Exiting}() fire. those overrides call PreviewTrackManager.StopAnyPlaying(), and that method operates directly on the preview track and not this wrapper.
it's probably a smaller chance that this happens than current master's "every time" because the start only gets scheduled if the track isn't loaded yet but it is still a possibility as far as i can tell.
you could institute a current screen check like i had on my proposal to prevent this. either that or ignore the possibility and fix framework properly.
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Valid but gonna chance it for now.
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…37477) - Merge upstream ppy/osu master through commit a4f79f7 (PR ppy#37477: ranked play single-thread audio fix, supersedes/reverts ppy#37463). - Resolve conflict in RankedPlayCard.SongPreview.cs in favour of our fork's existing late-bind approach (Enabled/CardHovered subscribed inside LoadComponentAsync callback so they never fire pre-load). - Pick up the new TestPreviewStopsOnEnteringGameplay regression test. Co-authored-by: winnerspiros <1675249+winnerspiros@users.noreply.github.com>
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Thing to make release happen.
Reverts #37453
Reverts #37463
Alternative to #37473
Not that I disagree with any of these but I'm just looking to return to what works so we can do a release because we're on a clock here for other reasons.
Test which should work but doesn't, so I'm not adding: