escape # in first keysound entry, fixed ADPCM reader and make PMS load more correctly.
- [NoteField] fix build warnings, and change the maximum number of displayed notes after the receptor to 64. - [Player] fix build warnings. - [NotesLoaderSSC, NotesWriterSSC] The MSD file reader seems to treat # that comes directly after : as new tag, and as many PMS and BMS files has keysounds which filename starts with #, so it looks like this: #KEYSOUNDS:#bgm.wav,01.wav,02.wav,.. The MSD parser will see it as 2 different tags. So I added a backslash in front of the # sign if it's at the start when saving and remove it when loading. - [RageSoundReader_WAV] ADPCM now works very well and doesn't return error when end of file is reached anymore. - [Steps] Use BMS loader when loading the note data.
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-3
@@ -673,7 +673,7 @@ void NoteField::DrawBGChangeText( const float fBeat, const RString sNewBGName )
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m_textMeasureNumber.Draw();
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}
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CacheNoteStat GetNumNotesFromBeginning( const PlayerState *pPlayerState, float beat )
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static CacheNoteStat GetNumNotesFromBeginning( const PlayerState *pPlayerState, float beat )
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{
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// XXX: I realized that I have copied and pasted my binary search code 3 times already.
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// how can we abstract this?
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@@ -700,7 +700,7 @@ CacheNoteStat GetNumNotesFromBeginning( const PlayerState *pPlayerState, float b
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return dummy;
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}
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int GetNumNotesRange( const PlayerState* pPlayerState, float fLow, float fHigh )
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static int GetNumNotesRange( const PlayerState* pPlayerState, float fLow, float fHigh )
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{
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CacheNoteStat low = GetNumNotesFromBeginning( pPlayerState, fLow );
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CacheNoteStat high = GetNumNotesFromBeginning( pPlayerState, fHigh );
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@@ -720,7 +720,7 @@ float FindFirstDisplayedBeat( const PlayerState* pPlayerState, int iDrawDistance
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}
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const int NUM_ITERATIONS = 24;
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const int MAX_NOTES_AFTER = 32;
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const int MAX_NOTES_AFTER = 64;
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float fFirstBeatToDraw = fLow;
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