pref to bass simplify lighting
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@@ -752,6 +752,24 @@ void LightTransformHelper( const NoteData &in, NoteData &out, const std::vector<
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// For every track enabled in "in", enable all tracks in "out".
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// For every track enabled in "in", enable all tracks in "out".
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void NoteDataUtil::LoadTransformedLights( const NoteData &in, NoteData &out, int iNewNumTracks )
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void NoteDataUtil::LoadTransformedLights( const NoteData &in, NoteData &out, int iNewNumTracks )
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{
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{
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// make a new NoteData that is a copy of the input.
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NoteData bass;
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bass.Init();
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bass.CopyAll( in );
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// if the user desires,
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// copy from the marquee data, but slim down the notes.
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// this makes it look more bass-ish and less like the original chart.
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if(PREFSMAN->m_bLightsSimplifyBass)
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{
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RemoveHoldNotes( bass );
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Little( bass );
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}
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LoadTransformedLightsFromTwo( in, bass, out );
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// old code which will make all lights blink on every note.
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/*
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// reset all notes
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// reset all notes
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out.Init();
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out.Init();
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@@ -762,6 +780,7 @@ void NoteDataUtil::LoadTransformedLights( const NoteData &in, NoteData &out, int
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aiTracks.push_back( i );
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aiTracks.push_back( i );
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LightTransformHelper( in, out, aiTracks );
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LightTransformHelper( in, out, aiTracks );
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*/
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}
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}
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// This transform is specific to StepsType_lights_cabinet.
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// This transform is specific to StepsType_lights_cabinet.
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@@ -287,6 +287,7 @@ PrefsManager::PrefsManager() :
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m_iRageSoundSampleCountClamp ("RageSoundSampleCountClamp", 0), //some sound drivers mask the sample location number, the most popular number for this is 2^27, this causes lockup after ~50 minutes at 44.1khz sample rate
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m_iRageSoundSampleCountClamp ("RageSoundSampleCountClamp", 0), //some sound drivers mask the sample location number, the most popular number for this is 2^27, this causes lockup after ~50 minutes at 44.1khz sample rate
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m_iSoundPreferredSampleRate ( "SoundPreferredSampleRate", 0 ),
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m_iSoundPreferredSampleRate ( "SoundPreferredSampleRate", 0 ),
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m_sLightsStepsDifficulty ( "LightsStepsDifficulty", "hard,medium" ),
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m_sLightsStepsDifficulty ( "LightsStepsDifficulty", "hard,medium" ),
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m_bLightsSimplifyBass ( "LightsSimplifyBass", false),
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m_bAllowUnacceleratedRenderer ( "AllowUnacceleratedRenderer", false ),
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m_bAllowUnacceleratedRenderer ( "AllowUnacceleratedRenderer", false ),
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m_bThreadedInput ( "ThreadedInput", true ),
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m_bThreadedInput ( "ThreadedInput", true ),
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m_bThreadedMovieDecode ( "ThreadedMovieDecode", true ),
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m_bThreadedMovieDecode ( "ThreadedMovieDecode", true ),
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@@ -313,6 +313,7 @@ public:
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Preference<int> m_iRageSoundSampleCountClamp;
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Preference<int> m_iRageSoundSampleCountClamp;
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Preference<int> m_iSoundPreferredSampleRate;
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Preference<int> m_iSoundPreferredSampleRate;
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Preference<RString> m_sLightsStepsDifficulty;
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Preference<RString> m_sLightsStepsDifficulty;
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Preference<bool> m_bLightsSimplifyBass;
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Preference<bool> m_bAllowUnacceleratedRenderer;
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Preference<bool> m_bAllowUnacceleratedRenderer;
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Preference<bool> m_bThreadedInput;
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Preference<bool> m_bThreadedInput;
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Preference<bool> m_bThreadedMovieDecode;
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Preference<bool> m_bThreadedMovieDecode;
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@@ -1419,6 +1419,7 @@ void ScreenGameplay::LoadLights()
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pSteps->GetNoteData( TapNoteData1 );
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pSteps->GetNoteData( TapNoteData1 );
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//taken from oitg, restores arrow -> marquee/bass light mapping.
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//taken from oitg, restores arrow -> marquee/bass light mapping.
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//if the user has a pref for more than one difficulty to make the lighting chart...
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if( asDifficulties.size() > 1 )
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if( asDifficulties.size() > 1 )
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{
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{
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Difficulty d2 = StringToDifficulty( asDifficulties[1] );
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Difficulty d2 = StringToDifficulty( asDifficulties[1] );
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@@ -1427,7 +1428,10 @@ void ScreenGameplay::LoadLights()
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pSteps2 = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, st, d2 );
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pSteps2 = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, st, d2 );
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if(pSteps2 != nullptr)
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//if the difficulities are actually different
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//then we can use them to generate a lighting chart.
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//as the user defined.
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if(pSteps != pSteps2)
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{
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{
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NoteData TapNoteData2;
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NoteData TapNoteData2;
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pSteps2->GetNoteData( TapNoteData2 );
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pSteps2->GetNoteData( TapNoteData2 );
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