ignore offset in skip check

This commit is contained in:
Glenn Maynard
2006-03-29 10:13:34 +00:00
parent 757c6f8a6a
commit 88f9590b9e
+2 -2
View File
@@ -509,7 +509,7 @@ void GameSoundManager::Update( float fDeltaTime )
if( PREFSMAN->m_bLogSkips && !g_Playing->m_bTimingDelayed )
{
const float fExpectedTimePassed = (tm - GAMESTATE->m_LastBeatUpdate) * g_Playing->m_Music->GetPlaybackRate();
const float fSoundTimePassed = fSeconds - GAMESTATE->m_fMusicSeconds;
const float fSoundTimePassed = fSeconds - GAMESTATE->m_fMusicSecondsNoOffset;
const float fDiff = fExpectedTimePassed - fSoundTimePassed;
static RString sLastFile = "";
@@ -518,7 +518,7 @@ void GameSoundManager::Update( float fDeltaTime )
/* If fSoundTimePassed < 0, the sound has probably looped. */
if( sLastFile == ThisFile && fSoundTimePassed >= 0 && fabsf(fDiff) > 0.003f )
LOG->Trace("Song position skip in %s: expected %.3f, got %.3f (cur %f, prev %f) (%.3f difference)",
Basename(ThisFile).c_str(), fExpectedTimePassed, fSoundTimePassed, fSeconds, GAMESTATE->m_fMusicSeconds, fDiff );
Basename(ThisFile).c_str(), fExpectedTimePassed, fSoundTimePassed, fSeconds, GAMESTATE->m_fMusicSecondsNoOffset, fDiff );
sLastFile = ThisFile;
}