Add bgm-time effect mode. This is roughly equivalent to the default, except
it's tightly synced with the music; it stays synced over music skips, and follows the music rate, like everything else that uses GAMESTATE->m_fMusicSeconds.
This commit is contained in:
1 parent
e1ae2d4f4b
commit
799a5898dd
3 files changed
+15
-10
No files matched your search
@@ -496,7 +496,7 @@ void GameState::ResetMusicStatistics()
|
||||
m_fCurBPS = 10;
|
||||
m_bFreeze = false;
|
||||
m_bPastHereWeGo = false;
|
||||
Actor::SetBGMTime( 0 );
|
||||
Actor::SetBGMTime( 0, 0 );
|
||||
}
|
||||
|
||||
void GameState::ResetStageStatistics()
|
||||
@@ -552,7 +552,7 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
|
||||
|
||||
m_fMusicSeconds = fPositionSeconds;
|
||||
|
||||
Actor::SetBGMTime( m_fSongBeat );
|
||||
Actor::SetBGMTime( fPositionSeconds, m_fSongBeat );
|
||||
|
||||
// LOG->Trace( "m_fMusicSeconds = %f, m_fSongBeat = %f, m_fCurBPS = %f, m_bFreeze = %f", m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user