[splittiming] More error fixes. (153)
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+12
-12
@@ -358,7 +358,7 @@ static bool LoadGlobalData( const RString &sPath, Song &out, bool &bKIUCompliant
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else if( sValueName=="BPM" )
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{
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BPM1 = StringToFloat(sParams[1]);
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out.AddBPMSegment( BPMSegment(0, BPM1) );
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out.m_SongTiming.AddBPMSegment( BPMSegment(0, BPM1) );
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}
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else if( sValueName=="BPM2" )
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{
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@@ -383,7 +383,7 @@ static bool LoadGlobalData( const RString &sPath, Song &out, bool &bKIUCompliant
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else if( sValueName=="STARTTIME" )
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{
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SMGap1 = -StringToFloat( sParams[1] )/100;
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out.m_Timing.m_fBeat0OffsetInSeconds = SMGap1;
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out.m_SongTiming.m_fBeat0OffsetInSeconds = SMGap1;
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}
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// This is currently required for more accurate KIU BPM changes.
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else if( sValueName=="STARTTIME2" )
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@@ -409,7 +409,7 @@ static bool LoadGlobalData( const RString &sPath, Song &out, bool &bKIUCompliant
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TickcountSegment tcs;
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tcs.m_iStartRow = BeatToNoteRow(0.0f);
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tcs.m_iTicks = iTickCount > ROWS_PER_BEAT ? ROWS_PER_BEAT : iTickCount;
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out.m_Timing.AddTickcountSegment( tcs );
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out.m_SongTiming.AddTickcountSegment( tcs );
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}
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else if ( sValueName=="STEP" )
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{
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@@ -469,7 +469,7 @@ static bool LoadGlobalData( const RString &sPath, Song &out, bool &bKIUCompliant
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const float beat = (BPMPos2 + SMGap1) * BeatsPerSecond;
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LOG->Trace( "BPM %f, BPS %f, BPMPos2 %f, beat %f",
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BPM1, BeatsPerSecond, BPMPos2, beat );
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out.AddBPMSegment( BPMSegment(BeatToNoteRow(beat), BPM2) );
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out.m_SongTiming.AddBPMSegment( BPMSegment(BeatToNoteRow(beat), BPM2) );
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}
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if( BPM3 > 0 && BPMPos3 > 0 )
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@@ -479,7 +479,7 @@ static bool LoadGlobalData( const RString &sPath, Song &out, bool &bKIUCompliant
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const float beat = (BPMPos3 + SMGap2) * BeatsPerSecond;
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LOG->Trace( "BPM %f, BPS %f, BPMPos3 %f, beat %f",
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BPM2, BeatsPerSecond, BPMPos3, beat );
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out.AddBPMSegment( BPMSegment(BeatToNoteRow(beat), BPM3) );
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out.m_SongTiming.AddBPMSegment( BPMSegment(BeatToNoteRow(beat), BPM3) );
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}
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}
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else
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@@ -515,7 +515,7 @@ static bool LoadGlobalData( const RString &sPath, Song &out, bool &bKIUCompliant
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TickcountSegment tcs;
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tcs.m_iStartRow = BeatToNoteRow(fCurBeat);
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tcs.m_iTicks = iTickCount > ROWS_PER_BEAT ? ROWS_PER_BEAT : iTickCount;
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out.m_Timing.AddTickcountSegment( tcs );
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out.m_SongTiming.AddTickcountSegment( tcs );
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continue;
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}
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@@ -523,22 +523,22 @@ static bool LoadGlobalData( const RString &sPath, Song &out, bool &bKIUCompliant
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{
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float fCurBpm = (float)numTemp;
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//out.m_Timing.AddBPMSegment( BPMSegment( BeatToNoteRow(fCurBeat), (float)numTemp ) );
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out.m_Timing.SetBPMAtBeat( fCurBeat, fCurBpm );
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out.m_SongTiming.SetBPMAtBeat( fCurBeat, fCurBpm );
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continue;
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}
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else if (BeginsWith(NoteRowString, "|E"))
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{
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// Finally! the |E| tag is working as it should. I can die happy now -DaisuMaster
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float fCurDelay = 60 / out.m_Timing.GetBPMAtBeat(fCurBeat) * (float)numTemp / iTickCount;
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fCurDelay += out.m_Timing.GetStopAtRow(BeatToNoteRow(fCurBeat) );
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out.m_Timing.SetStopAtBeat( fCurBeat, fCurDelay, true );
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float fCurDelay = 60 / out.m_SongTiming.GetBPMAtBeat(fCurBeat) * (float)numTemp / iTickCount;
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fCurDelay += out.m_SongTiming.GetStopAtRow(BeatToNoteRow(fCurBeat) );
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out.m_SongTiming.SetStopAtBeat( fCurBeat, fCurDelay, true );
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continue;
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}
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else if (BeginsWith(NoteRowString, "|D"))
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{
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float fCurDelay = out.m_Timing.GetStopAtRow(BeatToNoteRow(fCurBeat) );
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float fCurDelay = out.m_SongTiming.GetStopAtRow(BeatToNoteRow(fCurBeat) );
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fCurDelay += (float)numTemp / 1000;
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out.m_Timing.SetStopAtBeat( fCurBeat, fCurDelay, true );
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out.m_SongTiming.SetStopAtBeat( fCurBeat, fCurDelay, true );
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continue;
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}
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}
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