Don't clamp to 3 seconds.
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@@ -55,7 +55,7 @@ void LyricDisplay::Update( float fDeltaTime )
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if( GAMESTATE->m_fMusicSeconds < fStartTime )
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if( GAMESTATE->m_fMusicSeconds < fStartTime )
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return;
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return;
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/* Clamp this lyric to the beginning of the next, the end of the music, or 3 seconds. */
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/* Clamp this lyric to the beginning of the next or the end of the music. */
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float fEndTime;
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float fEndTime;
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if( m_iCurLyricNumber+1 < GAMESTATE->m_pCurSong->m_LyricSegments.size() )
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if( m_iCurLyricNumber+1 < GAMESTATE->m_pCurSong->m_LyricSegments.size() )
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fEndTime = pSong->m_LyricSegments[m_iCurLyricNumber+1].m_fStartTime;
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fEndTime = pSong->m_LyricSegments[m_iCurLyricNumber+1].m_fStartTime;
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@@ -68,7 +68,7 @@ void LyricDisplay::Update( float fDeltaTime )
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/* If it's negative, two lyrics are so close together that there's no time
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/* If it's negative, two lyrics are so close together that there's no time
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* to tween properly. Lyrics should never be this brief, anyway, so just
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* to tween properly. Lyrics should never be this brief, anyway, so just
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* skip it. */
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* skip it. */
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float fShowLength = clamp( fDistance - fTweenBufferTime, 0.0f, 3.0f );
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float fShowLength = max( fDistance - fTweenBufferTime, 0.0f );
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// Make lyrics show faster for faster song rates.
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// Make lyrics show faster for faster song rates.
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fShowLength /= GAMESTATE->m_SongOptions.m_fMusicRate;
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fShowLength /= GAMESTATE->m_SongOptions.m_fMusicRate;
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