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Yes, this is fixed by frame stability, but only because frame stability allows replay frames to exist in a non-linear time scale. As in there are frames in the past, and frame stability will rewind to handle them correctly.
The base issue is that hitobjects are closer than 50 ms in these beatmaps, but auto generator adds a 50 ms minimum window for key-down-to-key-up:
I'd argue that this should be solved by fixing the auto generator to infer the next object and not hold for as long, or just reducing the key down period altogether to a value which will not cause issues like this.
Side note that DelayedMovements in autogenerator is currently never used and a dead code path...
Type
Game behaviour
Bug description
I noticed that hitsounds in some 300BPM beatmaps will not play normally. Some will play, some will not.
Screenshots or videos
bug2.mp4
Beatmap used in video: VINXIS - Sidetracked Day GAMMA [300]
2024-01-03.21-14-15.mp4
Beatmap used in video Noah - Deadly force - Put an end [The end.]
2024-01-03.21-17-07.mp4
Beatmap used in video: Camellia - Flamewall [ETERNAL SACRED FIRE]
Version
2023.1231.0-lazer
Logs
compressed-logs.zip
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