diff --git a/stepmania/src/GameSoundManager.cpp b/stepmania/src/GameSoundManager.cpp index 590213ab0a..5ecc33d8a5 100644 --- a/stepmania/src/GameSoundManager.cpp +++ b/stepmania/src/GameSoundManager.cpp @@ -27,7 +27,7 @@ GameSoundManager *SOUND = NULL; * this, wait before starting a sound until the fractional portion of the beat will be * the same. * - * If PlayMusic(length_sec) is set, peek at the beat, and extend the length so we'll be + * If PlayMusic(fLengthSeconds) is set, peek at the beat, and extend the length so we'll be * on the same fractional beat when we loop. */ @@ -80,12 +80,12 @@ vector g_SoundsToPlayOnceFromAnnouncer; struct MusicToPlay { - RString file, timing_file; + RString m_sFile, timing_file; bool HasTiming; TimingData timing_data; NoteData lights_data; - bool force_loop; - float start_sec, length_sec, fade_len; + bool bForceLoop; + float fStartSecond, fLengthSeconds, fFadeLengthSeconds; bool align_beat; MusicToPlay() { @@ -97,13 +97,13 @@ vector g_MusicsToPlay; static void StartMusic( MusicToPlay &ToPlay ) { LockMutex L( *g_Mutex ); - if( g_Playing->m_Music->IsPlaying() && !g_Playing->m_Music->GetLoadedFilePath().CompareNoCase(ToPlay.file) ) + if( g_Playing->m_Music->IsPlaying() && !g_Playing->m_Music->GetLoadedFilePath().CompareNoCase(ToPlay.m_sFile) ) return; /* We're changing or stopping the music. If we were dimming, reset. */ g_FadeState = FADE_NONE; - if( ToPlay.file.empty() ) + if( ToPlay.m_sFile.empty() ) { /* StopPlaying() can take a while, so don't hold the lock while we stop the sound. * Be sure to leave the rest of g_Playing in place. */ @@ -124,7 +124,7 @@ static void StartMusic( MusicToPlay &ToPlay ) { g_Mutex->Unlock(); RageSound *pSound = new RageSound; - pSound->Load( ToPlay.file, false ); + pSound->Load( ToPlay.m_sFile, false ); g_Mutex->Lock(); NewMusic = new MusicPlaying( pSound ); @@ -156,13 +156,13 @@ static void StartMusic( MusicToPlay &ToPlay ) NewMusic->m_Lights = ToPlay.lights_data; } - if( ToPlay.align_beat && ToPlay.HasTiming && ToPlay.force_loop && ToPlay.length_sec != -1 ) + if( ToPlay.align_beat && ToPlay.HasTiming && ToPlay.bForceLoop && ToPlay.fLengthSeconds != -1 ) { /* Extend the loop period so it always starts and ends on the same fractional * beat. That is, if it starts on beat 1.5, and ends on beat 10.2, extend it * to end on beat 10.5. This way, effects always loop cleanly. */ - float fStartBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTimeNoOffset( ToPlay.start_sec ); - float fEndSec = ToPlay.start_sec + ToPlay.length_sec; + float fStartBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTimeNoOffset( ToPlay.fStartSecond ); + float fEndSec = ToPlay.fStartSecond + ToPlay.fLengthSeconds; float fEndBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTimeNoOffset( fEndSec ); const float fStartBeatFraction = fmodfp( fStartBeat, 1 ); @@ -175,11 +175,11 @@ static void StartMusic( MusicToPlay &ToPlay ) fEndBeat += fBeatDifference; const float fRealEndSec = NewMusic->m_NewTiming.GetElapsedTimeFromBeatNoOffset( fEndBeat ); - const float fNewLengthSec = fRealEndSec - ToPlay.start_sec; + const float fNewLengthSec = fRealEndSec - ToPlay.fStartSecond; - /* Extend the fade_len, so the added time is faded out. */ - ToPlay.fade_len += fNewLengthSec - ToPlay.length_sec; - ToPlay.length_sec = fNewLengthSec; + /* Extend fFadeLengthSeconds, so the added time is faded out. */ + ToPlay.fFadeLengthSeconds += fNewLengthSec - ToPlay.fLengthSeconds; + ToPlay.fLengthSeconds = fNewLengthSec; } bool StartImmediately = false; @@ -213,7 +213,7 @@ static void StartMusic( MusicToPlay &ToPlay ) const float fCurBeat = g_Playing->m_Timing.GetBeatFromElapsedTimeNoOffset( fCurSecond ); /* The beat that the new sound will start on. */ - const float fStartBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTimeNoOffset( ToPlay.start_sec ); + const float fStartBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTimeNoOffset( ToPlay.fStartSecond ); const float fStartBeatFraction = fmodfp( fStartBeat, 1 ); float fCurBeatToStartOn = truncf(fCurBeat) + fStartBeatFraction; @@ -234,14 +234,14 @@ static void StartMusic( MusicToPlay &ToPlay ) if( ToPlay.HasTiming ) NewMusic->m_NewTiming = ToPlay.timing_data; NewMusic->m_bTimingDelayed = true; -// NewMusic->m_Music->Load( ToPlay.file, false ); +// NewMusic->m_Music->Load( ToPlay.m_sFile, false ); RageSoundParams p; - p.m_StartSecond = ToPlay.start_sec; - p.m_LengthSeconds = ToPlay.length_sec; - p.m_FadeLength = ToPlay.fade_len; + p.m_StartSecond = ToPlay.fStartSecond; + p.m_LengthSeconds = ToPlay.fLengthSeconds; + p.m_FadeLength = ToPlay.fFadeLengthSeconds; p.m_StartTime = when; - if( ToPlay.force_loop ) + if( ToPlay.bForceLoop ) p.StopMode = RageSoundParams::M_LOOP; NewMusic->m_Music->SetParams( p ); @@ -636,19 +636,19 @@ RString GameSoundManager::GetMusicPath() const } void GameSoundManager::PlayMusic( - const RString &file, + const RString &sFile, const TimingData *pTiming, - bool force_loop, - float start_sec, - float length_sec, - float fade_len, - bool align_beat ) + bool bForceLoop, + float fStartSecond, + float fLengthSeconds, + float sFadeLengthSeconds, + bool bAlignBeat ) { // LOG->Trace("play '%s' (current '%s')", file.c_str(), g_Playing->m_Music->GetLoadedFilePath().c_str()); MusicToPlay ToPlay; - ToPlay.file = file; + ToPlay.m_sFile = sFile; if( pTiming ) { ToPlay.HasTiming = true; @@ -657,14 +657,14 @@ void GameSoundManager::PlayMusic( else { /* If no timing file was specified, look for one in the same place as the music file. */ - ToPlay.timing_file = SetExtension( file, "sm" ); + ToPlay.timing_file = SetExtension( sFile, "sm" ); } - ToPlay.force_loop = force_loop; - ToPlay.start_sec = start_sec; - ToPlay.length_sec = length_sec; - ToPlay.fade_len = fade_len; - ToPlay.align_beat = align_beat; + ToPlay.bForceLoop = bForceLoop; + ToPlay.fStartSecond = fStartSecond; + ToPlay.fLengthSeconds = fLengthSeconds; + ToPlay.fFadeLengthSeconds = sFadeLengthSeconds; + ToPlay.align_beat = bAlignBeat; /* Add the MusicToPlay to the g_MusicsToPlay queue. */ g_Mutex->Lock();