Bring ticks in edit closer to gameplay; perhaps move this to Player to
get rid of the dupe ...
This commit is contained in:
@@ -317,6 +317,37 @@ ScreenEdit::~ScreenEdit()
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m_soundMusic.Stop();
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m_soundMusic.Stop();
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}
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}
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// play assist ticks
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bool ScreenEdit::PlayTicks() const
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{
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// Sound cards have a latency between when a sample is Play()ed and when the sound
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// will start coming out the speaker. Compensate for this by boosting
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// fPositionSeconds ahead
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if( GAMESTATE->m_SongOptions.m_AssistType != SongOptions::ASSIST_TICK )
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return false;
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
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float fSongBeat, fBPS;
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bool bFreeze;
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// HACK: Play the sound a little bit early to account for the fact that the middle of the tick sounds occurs 0.015 seconds into playing.
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fPositionSeconds += (SOUND->GetPlayLatency()+0.018f) * m_soundMusic.GetPlaybackRate(); // HACK: Add 0.015 seconds to account for the fact that the middle of the tick sounds occurs 0.015 seconds into playing.
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GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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iRowNow = max( 0, iRowNow );
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static int iRowLastCrossed = 0;
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bool bAnyoneHasANote = false; // set this to true if any player has a note at one of the indicies we crossed
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for( int r=iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
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bAnyoneHasANote |= m_Player.IsThereANoteAtRow( r );
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iRowLastCrossed = iRowNow;
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return bAnyoneHasANote;
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}
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void ScreenEdit::Update( float fDeltaTime )
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void ScreenEdit::Update( float fDeltaTime )
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{
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{
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@@ -413,31 +444,8 @@ void ScreenEdit::Update( float fDeltaTime )
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m_NoteFieldEdit.Update( fDeltaTime );
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m_NoteFieldEdit.Update( fDeltaTime );
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//
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if(m_EditMode == MODE_PLAYING && PlayTicks())
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// play assist ticks
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m_soundAssistTick.Play();
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//
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// Sound cards have a latency between when a sample is Play()ed and when the sound
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// will start coming out the speaker. Compensate for this by boosting
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// fPositionSeconds ahead
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if( m_EditMode == MODE_PLAYING && GAMESTATE->m_SongOptions.m_AssistType == SongOptions::ASSIST_TICK )
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{
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fPositionSeconds += (SOUND->GetPlayLatency()+0.018f) * m_soundMusic.GetPlaybackRate(); // HACK: Add 0.015 seconds to account for the fact that the middle of the tick sounds occurs 0.015 seconds into playing.
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GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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iRowNow = max( 0, iRowNow );
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static int iRowLastCrossed = 0;
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bool bAnyoneHasANote = false; // set this to true if any player has a note at one of the indicies we crossed
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for( int r=iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
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bAnyoneHasANote |= m_Player.IsThereANoteAtRow( r );
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if( bAnyoneHasANote )
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m_soundAssistTick.Play();
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iRowLastCrossed = iRowNow;
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}
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@@ -40,10 +40,12 @@ public:
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void InputRecord( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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void InputRecord( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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void InputPlay( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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void InputPlay( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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void TransitionFromRecordToEdit();
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void TransitionToEdit();
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protected:
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protected:
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void TransitionFromRecordToEdit();
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void TransitionToEdit();
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bool PlayTicks() const;
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void OnSnapModeChange();
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void OnSnapModeChange();
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void MenuItemGainFocus( BitmapText* menuitem );
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void MenuItemGainFocus( BitmapText* menuitem );
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void MenuItemLoseFocus( BitmapText* menuitem );
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void MenuItemLoseFocus( BitmapText* menuitem );
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