simplify (tracking down skips)

This commit is contained in:
Glenn Maynard
2006-03-29 10:10:54 +00:00
parent a99731d5d9
commit 92cfec6bba
+5 -5
View File
@@ -209,15 +209,15 @@ static void StartMusic( MusicToPlay &ToPlay )
const float PresumedLatency = SOUND->GetPlayLatency() + 0.040f;
const float fCurSecond = GAMESTATE->m_fMusicSeconds + PresumedLatency;
const float fCurBeat = g_Playing->m_Timing.GetBeatFromElapsedTime( fCurSecond );
const float fCurBeatFraction = fmodfp( fCurBeat,1 );
/* The beat that the new sound will start on. */
const float fStartBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTime( ToPlay.start_sec );
float fStartBeatFraction = fmodfp( fStartBeat, 1 );
if( fStartBeatFraction < fCurBeatFraction )
fStartBeatFraction += 1.0f; /* unwrap */
const float fStartBeatFraction = fmodfp( fStartBeat, 1 );
float fCurBeatToStartOn = truncf(fCurBeat) + fStartBeatFraction;
if( fCurBeatToStartOn < fCurBeat )
fCurBeatToStartOn += 1.0f;
const float fCurBeatToStartOn = truncf(fCurBeat) + fStartBeatFraction;
const float fSecondToStartOn = g_Playing->m_Timing.GetElapsedTimeFromBeat( fCurBeatToStartOn );
const float fMaximumDistance = 2;
const float fDistance = min( fSecondToStartOn - GAMESTATE->m_fMusicSeconds, fMaximumDistance );