void OnBeforeSequenceChange() { treeView = null; m_MarkerHeaderGUI = null; m_TimeAreaDirty = true; state.Reset(); m_PlayableLookup.ClearPlayableLookup(); // clear old editors to caches, like audio previews, get flushed CustomTimelineEditorCache.ClearCache <ClipEditor>(); CustomTimelineEditorCache.ClearCache <MarkerEditor>(); CustomTimelineEditorCache.ClearCache <TrackEditor>(); m_PreviousMasterSequence = state.masterSequence.asset; }