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:
Glenn Maynard committed 2004-10-16 01:29:25 +00:00
1 parent e1ae2d4f4b
commit 799a5898dd
3 files changed
+15 -10

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@@ -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 );
}