diff --git a/stepmania/src/GameSoundManager.cpp b/stepmania/src/GameSoundManager.cpp index 7e97941f48..cb4b84c20a 100644 --- a/stepmania/src/GameSoundManager.cpp +++ b/stepmania/src/GameSoundManager.cpp @@ -39,12 +39,12 @@ static float g_fDimDurationRemaining = 0.0f; struct MusicPlaying { - bool m_TimingDelayed; - bool m_HasTiming; + bool m_bTimingDelayed; + bool m_bHasTiming; /* The timing data that we're currently using. */ TimingData m_Timing; - /* If m_TimingDelayed is true, this will be the timing data for the song that's starting. + /* If m_bTimingDelayed is true, this will be the timing data for the song that's starting. * We'll copy it to m_Timing once sound is heard. */ TimingData m_NewTiming; RageSound *m_Music; @@ -52,8 +52,8 @@ struct MusicPlaying { m_Timing.AddBPMSegment( BPMSegment(0,120) ); m_NewTiming.AddBPMSegment( BPMSegment(0,120) ); - m_HasTiming = false; - m_TimingDelayed = false; + m_bHasTiming = false; + m_bTimingDelayed = false; m_Music = Music; } @@ -176,7 +176,7 @@ static void StartMusic( MusicToPlay &ToPlay ) /* If we have an active timer, try to start on the next update. Otherwise, * start now. */ - if( !g_Playing->m_HasTiming && !g_UpdatingTimer ) + if( !g_Playing->m_bHasTiming && !g_UpdatingTimer ) StartImmediately = true; if( !ToPlay.align_beat ) StartImmediately = true; @@ -209,10 +209,10 @@ static void StartMusic( MusicToPlay &ToPlay ) /* Important: don't hold the mutex while we load and seek the actual sound. */ L.Unlock(); { - NewMusic->m_HasTiming = ToPlay.HasTiming; + NewMusic->m_bHasTiming = ToPlay.HasTiming; if( ToPlay.HasTiming ) NewMusic->m_NewTiming = ToPlay.timing_data; - NewMusic->m_TimingDelayed = true; + NewMusic->m_bTimingDelayed = true; // NewMusic->m_Music->Load( ToPlay.file, false ); RageSoundParams p; @@ -477,17 +477,17 @@ void GameSoundManager::Update( float fDeltaTime ) } /* There's a delay between us calling Play() and the sound actually playing. - * During this time, approximate will be true. Keep using the previous timing + * During this time, m_bApproximate will be true. Keep using the previous timing * data until we get a non-approximate time, indicating that the sound has actually * started playing. */ - bool approximate; + bool m_bApproximate; RageTimer tm; - const float fSeconds = g_Playing->m_Music->GetPositionSeconds( &approximate, &tm ); + const float fSeconds = g_Playing->m_Music->GetPositionSeconds( &m_bApproximate, &tm ); // // Check for song timing skips. // - if( PREFSMAN->m_bLogSkips && !g_Playing->m_TimingDelayed ) + 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; @@ -503,16 +503,19 @@ void GameSoundManager::Update( float fDeltaTime ) sLastFile = ThisFile; } - if( g_Playing->m_TimingDelayed && !approximate ) + // + // If g_Playing->m_bTimingDelayed, we're waiting for the new music to actually start + // playing. + // + if( g_Playing->m_bTimingDelayed && !m_bApproximate ) { - /* We've passed the start position of the new sound, so we should be OK. - * Load up the new timing data. */ + /* Load up the new timing data. */ g_Playing->m_Timing = g_Playing->m_NewTiming; g_Playing->m_LightData = g_Playing->m_NewLightData; - g_Playing->m_TimingDelayed = false; + g_Playing->m_bTimingDelayed = false; } - if( g_Playing->m_TimingDelayed ) + if( g_Playing->m_bTimingDelayed ) { /* We're still waiting for the new sound to start playing, so keep using the * old timing data and fake the time. */