forked from nikita/muzika-gromche
The buggy Split method was erroneously creating a looping span despite explicitly passing `isLooping: false` parameter because with `beatToInclusive: LoopBeats` wrapping will occur regardless. This messed up with Duration calculations, and eventually caused the last beat default to transition with t=0, when it should really be static. |
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UnityAssets | ||
DiscoBallManager.cs | ||
MuzikaGromche.csproj | ||
Plugin.cs |