If we hit a note, play its keysound. If we haven't hit a note, play the sound for the closest note.

This commit is contained in:
Steve Checkoway
2007-12-16 00:13:20 +00:00
parent 4be117e4c3
commit c6a3fa5f67
+2 -4
View File
@@ -2059,10 +2059,8 @@ done_checking_hopo:
}
if( score != TNS_None )
{
/* Search for keyed sounds separately. If we can't find a nearby note, search
* backwards indefinitely, and ignore grading. */
/* Search for keyed sounds separately. Play the nearest note. */
/* XXX: This isn't quite right. As per the above XXX for iRowOfOverlappingNote, if iRowOfOverlappingNote
* is set to a previous note, the keysound could have changed and this would cause the wrong one to play,
* in essence playing two sounds in the opposite order. Maybe this should always perform the search. Still,
@@ -2071,7 +2069,7 @@ done_checking_hopo:
* fix this one as well. */
if( iRowOfOverlappingNoteOrRow == -1 )
iRowOfOverlappingNoteOrRow = GetClosestNote( col, BeatToNoteRow(fSongBeat),
iStepSearchRows, MAX_NOTE_ROW, true );
MAX_NOTE_ROW, MAX_NOTE_ROW, true );
if( iRowOfOverlappingNoteOrRow != -1 )
{
switch( pbt )