UpdateSongPositions

It is useful to have Player SongPositions update off of ScreenGameplay
for use with things like ArrowEffects.

ScreenGameplay, ScreenHowToPlay, and ScreenEdit stop GameSoundManager
from running GameState:UpdateSongPosition and do it themselves, so this
has no impact on the screen classes that cared about, and thus updated,
player SongPositions.
This commit is contained in:
sigatrev
2014-07-24 19:45:17 -05:00
committed by Jonathan Payne
parent aadf01ef98
commit 52c2801503
5 changed files with 10 additions and 13 deletions
+2 -2
View File
@@ -1345,7 +1345,7 @@ void ScreenEdit::Update( float fDeltaTime )
{
RageTimer tm;
const float fSeconds = m_pSoundMusic->GetPositionSeconds( NULL, &tm );
GAMESTATE->UpdateSongPosition( fSeconds, GAMESTATE->m_pCurSong->m_SongTiming, tm, true );
GAMESTATE->UpdateSongPosition( fSeconds, GAMESTATE->m_pCurSong->m_SongTiming, tm );
}
if( m_EditState == STATE_RECORDING )
@@ -3037,7 +3037,7 @@ void ScreenEdit::TransitionEditState( EditState em )
/* Give a 1 second lead-in. If we're loading Player, this must be done first.
* Also be sure to get the right timing. */
float fSeconds = GetAppropriateTiming().GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1;
GAMESTATE->UpdateSongPosition( fSeconds, GetAppropriateTiming(), RageZeroTimer, true );
GAMESTATE->UpdateSongPosition( fSeconds, GetAppropriateTiming(), RageZeroTimer );
GAMESTATE->m_bGameplayLeadIn.Set( false );