add VisualDelaySeconds
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@@ -727,6 +727,8 @@ void GameState::ResetMusicStatistics()
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m_fSongBeatNoOffset = 0;
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m_fCurBPS = 10;
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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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@@ -785,6 +787,7 @@ void GameState::ResetStageStatistics()
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m_iStageSeed = rand();
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}
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static Preference<float> g_fVisualDelaySeconds( "VisualDelaySeconds", 0.0f );
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void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp )
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{
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if( !timestamp.IsZero() )
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@@ -799,7 +802,12 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
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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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// 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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