This commit is contained in:
Glenn Maynard
2002-09-12 07:49:26 +00:00
parent 86664614e9
commit 7b7fa49bd9
-21
View File
@@ -627,27 +627,6 @@ void ScreenGameplay::Update( float fDeltaTime )
// printf( "m_fSongBeat = %f\n", GAMESTATE->m_fSongBeat );
/*
* Before the music starts, we have no song position, so set it toto
* -1; if we leave it alone we'll get 0, which will cause movies to start
* playing before the music starts.
*
* We really should be setting the beat to negative numbers before the song
* starts, leading up to 0, but we need a separate time source to do that.
* XXX: do this once we have a new sound infrastructure.
if(!m_soundMusic.IsPlaying())
GAMESTATE->m_fSongBeat = -1;
Chris: Actually, RageSoundStream has a "fake" second counter built into
it. If you set its position to a negative second and call Update() on it,
it will count up as if was playing music.
*/
// LOG->Trace( "GAMESTATE->m_fMusicSeconds = %f", GAMESTATE->m_fMusicSeconds );
//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );