diff --git a/stepmania/src/GameSoundManager.cpp b/stepmania/src/GameSoundManager.cpp index 0e1c681798..e42f50ac28 100644 --- a/stepmania/src/GameSoundManager.cpp +++ b/stepmania/src/GameSoundManager.cpp @@ -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; }