Add an "Autosync Tempo" feature. This uses a linear Least Squares
Regression to figure out a line through the user's step errors to minimize that error. It then uses the slope of that line to fix the tempo and the intercept to fix the offset. Stops are adjusted as if they were originally calculated as a number of beats, ie the slope is also used to change the stops. Also fixed is a bug where the user doesn't get a chance to keep or reject the sync changes when ESCing (ZZing) from a song. R=glenn
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@@ -441,6 +441,7 @@ static LocalizedString SLOW ( "ScreenDebugOverlay", "Slow" );
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static LocalizedString CPU ( "ScreenDebugOverlay", "CPU" );
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static LocalizedString SONG ( "ScreenDebugOverlay", "Song" );
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static LocalizedString MACHINE ( "ScreenDebugOverlay", "Machine" );
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static LocalizedString SYNC_TEMPO ( "ScreenDebugOverlay", "Tempo" );
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class DebugLineAutoplay : public IDebugLine
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@@ -497,9 +498,10 @@ class DebugLineAutosync : public IDebugLine
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{
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switch( GAMESTATE->m_SongOptions.GetSong().m_AutosyncType )
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{
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case SongOptions::AUTOSYNC_OFF: return OFF.GetValue(); break;
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case SongOptions::AUTOSYNC_SONG: return SONG.GetValue(); break;
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case SongOptions::AUTOSYNC_MACHINE: return MACHINE.GetValue(); break;
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case SongOptions::AUTOSYNC_OFF: return OFF.GetValue(); break;
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case SongOptions::AUTOSYNC_SONG: return SONG.GetValue(); break;
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case SongOptions::AUTOSYNC_MACHINE: return MACHINE.GetValue(); break;
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case SongOptions::AUTOSYNC_TEMPO: return SYNC_TEMPO.GetValue(); break;
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default: ASSERT(0);
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}
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}
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@@ -509,7 +511,8 @@ class DebugLineAutosync : public IDebugLine
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{
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int as = GAMESTATE->m_SongOptions.GetSong().m_AutosyncType + 1;
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bool bAllowSongAutosync = !GAMESTATE->IsCourseMode();
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if( !bAllowSongAutosync && as == SongOptions::AUTOSYNC_SONG )
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if( !bAllowSongAutosync &&
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( as == SongOptions::AUTOSYNC_SONG || as == SongOptions::AUTOSYNC_TEMPO ) )
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as = SongOptions::AUTOSYNC_MACHINE;
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wrap( as, SongOptions::NUM_AUTOSYNC_TYPES );
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SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Song, m_AutosyncType, SongOptions::AutosyncType(as) );
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