From 7b7fa49bd9ac95cef80b7c56fba3dedeb32303b2 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Thu, 12 Sep 2002 07:49:26 +0000 Subject: [PATCH] -/* */ --- stepmania/src/ScreenGameplay.cpp | 21 --------------------- 1 file changed, 21 deletions(-) diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index d0817a4c4d..349a7315fb 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -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() );