[GameplayAssist] Don't play sounds if the player is dead. Fixes issue 621.

This commit is contained in:
AJ Kelly
2011-11-06 22:15:54 -06:00
parent 9793a08b16
commit 42d7a29ffa
2 changed files with 6 additions and 2 deletions
+1
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@@ -14,6 +14,7 @@ StepMania 5.0 $next | 2011xxxx
refresh the NS data for the present game, not all games. [Wolfman2000]
* [ScreenSelectMusic] Fixed Rave difficulties not being synced on late join.
Fixes issue 577. [AJ]
* [GameplayAssist] Don't play sounds if the player is dead. Fixes issue 621. [AJ]
2011/11/04
* [ScoreKeeperRave] Revert fix from 2011/10/28. [AJ]
+5 -2
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@@ -21,14 +21,17 @@ void GameplayAssist::PlayTicks( const NoteData &nd, const PlayerState *ps )
if( !bClap && !bMetronome )
return;
// don't play sounds for dead players
if( ps->m_HealthState == HealthState_Dead )
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. */
SongPosition &position = GAMESTATE->m_pPlayerState[ps->m_PlayerNumber]->m_Position;
float fPositionSeconds = position.m_fMusicSeconds;
//float fPositionSeconds = GAMESTATE->m_Position.m_fMusicSeconds;
fPositionSeconds += SOUNDMAN->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
const TimingData &timing = GAMESTATE->m_pCurSteps[ps->m_PlayerNumber]->m_Timing;