Removing bApproximate (part 2)

This should wrap up removing this flag from the code base.
This commit is contained in:
sukibaby
2024-09-20 22:03:15 -07:00
committed by teejusb
parent 221752215c
commit 53cd968b90
13 changed files with 29 additions and 34 deletions
+4 -6
View File
@@ -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;