compensate for play latency

This commit is contained in:
Glenn Maynard
2003-12-18 10:29:26 +00:00
parent 6ef9a21037
commit 5139b481eb
+65 -23
View File
@@ -25,25 +25,10 @@ RageSounds *SOUND = NULL;
*/
static RageSound *g_Music;
static TimingData g_Timing;
static float g_FirstSecond;
static bool g_HasTiming;
static bool g_UpdatingTimer;
RageSounds::RageSounds()
{
/* Init RageSoundMan first: */
ASSERT( SOUNDMAN );
g_Music = new RageSound;
g_Timing = TimingData();
g_HasTiming = false;
g_UpdatingTimer = false;
}
RageSounds::~RageSounds()
{
delete g_Music;
}
struct MusicToPlay
{
CString file;
@@ -55,6 +40,25 @@ struct MusicToPlay
};
static MusicToPlay g_MusicToPlay;
RageSounds::RageSounds()
{
/* Init RageSoundMan first: */
ASSERT( SOUNDMAN );
g_Music = new RageSound;
g_Timing = TimingData();
g_HasTiming = false;
g_UpdatingTimer = false;
g_FirstSecond = -1;
g_Timing.AddBPMSegment( BPMSegment(0,120) );
}
RageSounds::~RageSounds()
{
delete g_Music;
}
void StartQueuedMusic()
{
@@ -65,7 +69,7 @@ void StartQueuedMusic()
LOG->Trace("Start sound \"%s\"", g_MusicToPlay.file.c_str() );
g_HasTiming = g_MusicToPlay.HasTiming;
g_Timing = g_MusicToPlay.timing;
g_FirstSecond = g_MusicToPlay.start_sec;
g_Music->Load( g_MusicToPlay.file, false );
@@ -94,13 +98,19 @@ void StartQueuedMusic()
* fOldBeat is the beat before the update and fNewBeat is the beat after the update;
* we'll only start the sound if the fractional part of the beat we'll be moving to
* lies between them. */
void TryToStartQueuedMusic( float fOldBeat, float fNewBeat )
bool TryToStartQueuedMusic( float fOldSeconds, float fNewSeconds )
{
if( g_MusicToPlay.file.size() == 0 )
return; /* nothing to do */
return false; /* nothing to do */
if( g_UpdatingTimer )
{
fOldSeconds += SOUND->GetPlayLatency();
fNewSeconds += SOUND->GetPlayLatency();
const float fOldBeat = g_Timing.GetBeatFromElapsedTime( fOldSeconds );
const float fNewBeat = g_Timing.GetBeatFromElapsedTime( fNewSeconds );
float fOldBeatFraction = fmodfp( fOldBeat,1 );
float fNewBeatFraction = fmodfp( fNewBeat,1 );
@@ -113,28 +123,60 @@ void TryToStartQueuedMusic( float fOldBeat, float fNewBeat )
fStartBeatFraction += 1.0f; /* unwrap */
if( !( fOldBeatFraction <= fStartBeatFraction && fStartBeatFraction <= fNewBeatFraction ) )
return;
return false;
}
StartQueuedMusic();
return true;
}
void RageSounds::Update( float fDeltaTime )
{
const float fOldBeat = GAMESTATE->m_fSongBeat;
const float fOldSeconds = GAMESTATE->m_fMusicSeconds;
if( g_UpdatingTimer )
{
if( g_Music->IsPlaying() )
GAMESTATE->UpdateSongPosition( g_Music->GetPositionSeconds(), g_Timing );
{
/* With some sound drivers, there's a delay between us calling Play() and
* the sound actually playing. During this time, timestamps are approximated,
* and will be less than the start position we gave. We don't want to use
* those, since the beat won't necessarily line up.
*
* Look at fSeconds; if it's less than the position we gave, it's approximate;
* keep using the previous timing data. */
const float fSeconds = g_Music->GetPositionSeconds();
if( g_FirstSecond != -1 && fSeconds >= g_FirstSecond )
{
/* We've passed the start position of the new sound, so we should be OK.
* Load up the new timing data. */
g_Timing = g_MusicToPlay.timing;
g_FirstSecond = -1;
}
if( g_FirstSecond != -1 )
{
/* We're still waiting for the new sound to start playing, so keep using the
* old timing data and fake the time. */
GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Timing );
}
else
GAMESTATE->UpdateSongPosition( fSeconds, g_Timing );
}
else
{
/* There's no song playing. Fake it. */
GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Timing );
LOG->Trace("fake time %f, beat %f", GAMESTATE->m_fMusicSeconds, GAMESTATE->m_fSongBeat);
}
}
/* If we have a sound queued to play, try to start it. */
TryToStartQueuedMusic( fOldBeat, GAMESTATE->m_fSongBeat );
if( TryToStartQueuedMusic( fOldSeconds, GAMESTATE->m_fMusicSeconds ) )
{
/* New music started. Re-update. */
Update( 0 );
}
}