move common PlayTicks code into GameplayAssist

This commit is contained in:
Chris Danford
2007-01-25 00:50:57 +00:00
parent c93f83c0ac
commit 253461000c
8 changed files with 148 additions and 77 deletions
+4 -36
View File
@@ -771,7 +771,7 @@ void ScreenEdit::Init()
m_soundValueDecrease.Load( THEME->GetPathS("ScreenEdit","value decrease"), true );
m_soundSwitchSteps.Load( THEME->GetPathS("ScreenEdit","switch steps") );
m_soundSave.Load( THEME->GetPathS("ScreenEdit","save") );
m_soundAssistTick.Load( THEME->GetPathS("ScreenEdit","assist tick"), true );
m_GameplayAssist.Init();
m_soundMusic.Load( m_pSong->GetMusicPath() );
@@ -804,42 +804,10 @@ void ScreenEdit::EndScreen()
// play assist ticks
void ScreenEdit::PlayTicks()
{
if( !GAMESTATE->m_SongOptions.GetStage().m_bAssistTick || m_EditState != STATE_PLAYING )
if( m_EditState != STATE_PLAYING )
return;
/* Sound cards have a latency between when a sample is Play()ed and when the sound
* will start coming out the speaker. Compensate for this by boosting fPositionSeconds
* 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 += 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 ) );
static int iRowLastCrossed = -1;
if( iSongRow < iRowLastCrossed )
iRowLastCrossed = iSongRow;
int iTickRow = -1;
const NoteData &nd = m_Player->GetNoteData();
// for each index we crossed since the last update:
FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( nd, r, iRowLastCrossed+1, iSongRow+1 )
if( nd.IsThereATapOrHoldHeadAtRow( r ) )
iTickRow = r;
iRowLastCrossed = iSongRow;
if( iTickRow != -1 )
{
const float fTickBeat = NoteRowToBeat( iTickRow );
const float fTickSecond = GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds;
fSecondsUntil /= m_soundMusic.GetPlaybackRate(); /* 2x music rate means the time until the tick is halved */
RageSoundParams p;
p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
m_soundAssistTick.Play( &p );
}
m_GameplayAssist.PlayTicks( m_Player->GetNoteData() );
}
void ScreenEdit::PlayPreviewMusic()
@@ -2136,7 +2104,7 @@ void ScreenEdit::TransitionEditState( EditState em )
/* If we're playing music, sample music or assist ticks when changing modes, stop. */
SOUND->StopMusic();
m_soundMusic.StopPlaying();
m_soundAssistTick.StopPlaying();
m_GameplayAssist.StopPlaying();
GAMESTATE->m_bGameplayLeadIn.Set( true );
if( bStateChanging )