make music sync follow VisualDelaySeconds by default (fixes
receptors flashing off-sync when VDS is used)
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@@ -804,7 +804,7 @@ void GameState::ResetMusicStatistics()
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m_bFreeze = false;
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m_fMusicSecondsVisible = 0;
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m_fSongBeatVisible = 0;
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Actor::SetBGMTime( 0, 0 );
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Actor::SetBGMTime( 0, 0, 0, 0 );
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FOREACH_PlayerNumber( p )
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@@ -860,13 +860,13 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
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m_fLightSongBeat = timing.GetBeatFromElapsedTime( fPositionSeconds + g_fLightsAheadSeconds );
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m_fSongBeatNoOffset = timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
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Actor::SetBGMTime( fPositionSeconds, m_fSongBeatNoOffset );
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m_fMusicSecondsVisible = fPositionSeconds - g_fVisualDelaySeconds.Get();
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float fThrowAway;
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bool bThrowAway;
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timing.GetBeatAndBPSFromElapsedTime( m_fMusicSecondsVisible, m_fSongBeatVisible, fThrowAway, bThrowAway );
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Actor::SetBGMTime( m_fMusicSecondsVisible, m_fSongBeatVisible, fPositionSeconds, m_fSongBeatNoOffset );
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// LOG->Trace( "m_fMusicSeconds = %f, m_fSongBeat = %f, m_fCurBPS = %f, m_bFreeze = %f", m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
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}
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