Removing bApproximate (part 2)
This should wrap up removing this flag from the code base.
This commit is contained in:
@@ -601,12 +601,10 @@ void GameSoundManager::Update( float fDeltaTime )
|
||||
}
|
||||
|
||||
/* There's a delay between us calling Play() and the sound actually playing.
|
||||
* During this time, m_bApproximate will be true. Keep using the previous timing
|
||||
* data until we get a non-approximate time, indicating that the sound has actually
|
||||
* started playing. */
|
||||
bool m_bApproximate;
|
||||
* Keep using the previous timing data until we get a non-approximate time,
|
||||
* indicating that the sound has actually started playing. */
|
||||
RageTimer tm;
|
||||
const float fSeconds = g_Playing->m_Music->GetPositionSeconds( &m_bApproximate, &tm );
|
||||
const float fSeconds = g_Playing->m_Music->GetPositionSeconds( &tm );
|
||||
|
||||
// Check for song timing skips.
|
||||
if( PREFSMAN->m_bLogSkips && !g_Playing->m_bTimingDelayed )
|
||||
@@ -627,7 +625,7 @@ void GameSoundManager::Update( float fDeltaTime )
|
||||
|
||||
// If g_Playing->m_bTimingDelayed, we're waiting for the new music to actually start
|
||||
// playing.
|
||||
if( g_Playing->m_bTimingDelayed && !m_bApproximate )
|
||||
if( g_Playing->m_bTimingDelayed )
|
||||
{
|
||||
/* Load up the new timing data. */
|
||||
g_Playing->m_Timing = g_Playing->m_NewTiming;
|
||||
|
||||
Reference in New Issue
Block a user