Do what the comment says and change random movies every 4 measures. This combined with the TimingData.h change fixes random movies switching every beat instead of every four measures.

This commit is contained in:
Steve Checkoway
2008-01-02 11:49:15 +00:00
parent 95224847bd
commit 062ff95d5e
+1 -1
View File
@@ -423,7 +423,7 @@ void BackgroundImpl::LoadFromRandom( float fFirstBeat, float fEndBeat, const Bac
next++;
int iSegmentEndRow = (next == timing.m_vTimeSignatureSegments.end()) ? iEndRow : next->m_iStartRow;
for( int i=max(iter->m_iStartRow,iStartRow); i<min(iEndRow,iSegmentEndRow); i+=iter->GetNoteRowsPerMeasure() )
for( int i=max(iter->m_iStartRow,iStartRow); i<min(iEndRow,iSegmentEndRow); i+=4*iter->GetNoteRowsPerMeasure() )
{
// Don't fade. It causes frame rate dip, especially on slower machines.
BackgroundDef bd = m_Layer[0].CreateRandomBGA( m_pSong, change.m_def.m_sEffect, m_RandomBGAnimations, this );