SOUND->GetPlayLatency -> SOUNDMAN->GetPlayLatency

This commit is contained in:
Glenn Maynard
2007-01-18 09:12:50 +00:00
parent 804e3afd9f
commit 008ea63793
2 changed files with 4 additions and 2 deletions
+2 -1
View File
@@ -22,6 +22,7 @@
#include "ScoreKeeperRave.h"
#include "LyricsLoader.h"
#include "ActorUtil.h"
#include "RageSoundManager.h"
#include "RageSoundReader.h"
#include "RageTextureManager.h"
#include "GameSoundManager.h"
@@ -1406,7 +1407,7 @@ void ScreenGameplay::PlayTicks()
* ahead. This is just to make sure that we request the sound early enough for it to
* come out on time; the actual precise timing is handled by SetStartTime. */
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
fPositionSeconds += SOUND->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
fPositionSeconds += SOUNDMAN->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
const float fSongBeat = GAMESTATE->m_pCurSong->m_Timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
const int iSongRow = max( 0, BeatToNoteRowNotRounded( fSongBeat ) );