A game framework written with osu! in mind.

Revert "Resolve test failures"

This reverts commit 6c57336fc9c36af8b8394e99cf20b27acb2270e6.

+7 -9
+7 -9
osu.Framework.Tests/Audio/TrackBassTest.cs
··· 170 170 public void TestRestart() 171 171 { 172 172 startPlaybackAt(1000); 173 - takeEffectsAndUpdateAfter(50); 174 173 175 - restartTrack(); 174 + Thread.Sleep(50); 176 175 177 - takeEffectsAndUpdateAfter(50); 176 + bass.Update(); 177 + restartTrack(); 178 178 179 179 Assert.IsTrue(track.IsRunning); 180 180 Assert.Less(track.CurrentTime, 1000); ··· 198 198 public void TestRestartFromRestartPoint() 199 199 { 200 200 track.RestartPoint = 1000; 201 - startPlaybackAt(3000); 202 201 202 + startPlaybackAt(3000); 203 203 restartTrack(); 204 - takeEffectsAndUpdateAfter(50); 205 204 206 205 Assert.IsTrue(track.IsRunning); 207 206 Assert.GreaterOrEqual(track.CurrentTime, 1000); ··· 311 310 312 311 // now set to zero frequency and update track to take effects. 313 312 track.Frequency.Value = 0; 314 - takeEffectsAndUpdateAfter(50); 313 + bass.Update(); 315 314 316 315 var currentTime = track.CurrentTime; 317 316 318 317 // assert time is frozen after 50ms sleep and didn't change with full precision, but "IsRunning" is still true. 319 - takeEffectsAndUpdateAfter(50); 318 + Thread.Sleep(50); 319 + bass.Update(); 320 320 321 321 Assert.IsTrue(track.IsRunning); 322 322 Assert.AreEqual(currentTime, track.CurrentTime); ··· 374 374 bass.Update(); 375 375 376 376 bass.RunOnAudioThread(() => track.Seek(20000)); 377 - takeEffectsAndUpdateAfter(50); 378 - 379 377 Assert.That(track.CurrentTime, Is.EqualTo(20000).Within(100)); 380 378 } 381 379