From a99731d5d9f5412d50f4e1972aa8ab81c68facf2 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Wed, 29 Mar 2006 10:09:10 +0000 Subject: [PATCH] simplify (tracking down skips) --- stepmania/src/GameSoundManager.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/stepmania/src/GameSoundManager.cpp b/stepmania/src/GameSoundManager.cpp index 066b245430..f127afb93a 100644 --- a/stepmania/src/GameSoundManager.cpp +++ b/stepmania/src/GameSoundManager.cpp @@ -220,9 +220,9 @@ static void StartMusic( MusicToPlay &ToPlay ) const float fCurBeatToStartOn = truncf(fCurBeat) + fStartBeatFraction; const float fSecondToStartOn = g_Playing->m_Timing.GetElapsedTimeFromBeat( fCurBeatToStartOn ); const float fMaximumDistance = 2; - const float fDistance = min( fSecondToStartOn - fCurSecond, fMaximumDistance ); + const float fDistance = min( fSecondToStartOn - GAMESTATE->m_fMusicSeconds, fMaximumDistance ); - when = GAMESTATE->m_LastBeatUpdate + PresumedLatency + fDistance; + when = GAMESTATE->m_LastBeatUpdate + fDistance; } /* Important: don't hold the mutex while we load and seek the actual sound. */