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