make music sync follow VisualDelaySeconds by default (fixes

receptors flashing off-sync when VDS is used)
This commit is contained in:
Glenn Maynard
2007-06-18 21:02:28 +00:00
parent 579e47ce19
commit 5c93e0f2fc
3 changed files with 28 additions and 4 deletions
+2 -2
View File
@@ -804,7 +804,7 @@ void GameState::ResetMusicStatistics()
m_bFreeze = false;
m_fMusicSecondsVisible = 0;
m_fSongBeatVisible = 0;
Actor::SetBGMTime( 0, 0 );
Actor::SetBGMTime( 0, 0, 0, 0 );
FOREACH_PlayerNumber( p )
@@ -860,13 +860,13 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
m_fLightSongBeat = timing.GetBeatFromElapsedTime( fPositionSeconds + g_fLightsAheadSeconds );
m_fSongBeatNoOffset = timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
Actor::SetBGMTime( fPositionSeconds, m_fSongBeatNoOffset );
m_fMusicSecondsVisible = fPositionSeconds - g_fVisualDelaySeconds.Get();
float fThrowAway;
bool bThrowAway;
timing.GetBeatAndBPSFromElapsedTime( m_fMusicSecondsVisible, m_fSongBeatVisible, fThrowAway, bThrowAway );
Actor::SetBGMTime( m_fMusicSecondsVisible, m_fSongBeatVisible, fPositionSeconds, m_fSongBeatNoOffset );
// LOG->Trace( "m_fMusicSeconds = %f, m_fSongBeat = %f, m_fCurBPS = %f, m_bFreeze = %f", m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
}