fix announcer playing before first note or between songs in a course

This commit is contained in:
Chris Danford
2003-08-07 07:34:42 +00:00
parent 1349a51360
commit aa6ca21d61
2 changed files with 7 additions and 3 deletions
+7 -1
View File
@@ -193,7 +193,9 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
m_bChangedOffsetOrBPM = GAMESTATE->m_SongOptions.m_bAutoSync;
m_DancingState = STATE_INTRO;
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
// Set this in LoadNextSong()
//m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
m_bZeroDeltaOnNextUpdate = false;
@@ -827,6 +829,10 @@ void ScreenGameplay::LoadNextSong()
m_Background.SetDiffuse( RageColor(1,1,1,1) );
m_fTimeLeftBeforeDancingComment = GAMESTATE->m_pCurSong->m_fFirstBeat + SECONDS_BETWEEN_COMMENTS;
/* m_soundMusic and m_Background take a very long time to load,
* so cap fDelta at 0 so m_NextSongIn will show up on screen.
* -Chris */
-2
View File
@@ -139,8 +139,6 @@ public:
float m_fMusicLengthSeconds;
float m_fFirstBeat;
float m_fLastBeat;
float GetFirstBeat() const;
float GetLastBeat() const;
float m_fMusicSampleStartSeconds;
float m_fMusicSampleLengthSeconds;
enum { DISPLAY_ACTUAL, DISPLAY_SPECIFIED, DISPLAY_RANDOM } m_DisplayBPMType;