From 7b184e6f7f5fc4cf08316a9220179697368ef011 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Fri, 17 Jun 2005 00:49:10 +0000 Subject: [PATCH] comment --- stepmania/src/AutoKeysounds.cpp | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) diff --git a/stepmania/src/AutoKeysounds.cpp b/stepmania/src/AutoKeysounds.cpp index b78471d5c7..0b499bca93 100644 --- a/stepmania/src/AutoKeysounds.cpp +++ b/stepmania/src/AutoKeysounds.cpp @@ -1,3 +1,20 @@ +/* + * This class handles two things: auto-play preload, and runtime auto-play sounds. + * + * On song start, all autoplay sounds and the main BGM track (if any) are combined + * into a single chain, which is used as the song background. Sounds added this way + * are removed from the NoteData. + * + * Any sounds not added to the sound chain and any autoplay sounds added to the NoteData + * during play (usually due to battle mode mods) are played dynamically, via Update(). + * + * Note that autoplay sounds which are played before the BGM starts will never be + * placed in the sound chain, since the sound chain becomes the BGM; the BGM can't + * play sound before it starts. These sounds will be left in the NoteData, and played + * as dynamic sounds; this means that they don't get robust sync. This isn't a problem + * for imported BMS files, which don't have an offset value, but it's annoying. + */ + #include "global.h" #include "AutoKeysounds.h" #include "GameState.h"