Ignore offset for beat alignment. This could use the offset, actually, but typical offsets are around a frame, so it's not actually noticable; and making it work reliably would be a pain. Only use the offset for judgements and arrow rendering.

This commit is contained in:
Glenn Maynard
2006-03-29 10:15:21 +00:00
parent 88f9590b9e
commit cefac82d1c
+2 -2
View File
@@ -207,7 +207,7 @@ static void StartMusic( MusicToPlay &ToPlay )
* common when starting a precached sound, but our sound isn't, so it'll
* probably take a little longer. Nudge the latency up. */
const float PresumedLatency = SOUND->GetPlayLatency() + 0.040f;
const float fCurSecond = GAMESTATE->m_fMusicSeconds + PresumedLatency;
const float fCurSecond = GAMESTATE->m_fMusicSecondsNoOffset + PresumedLatency;
const float fCurBeat = g_Playing->m_Timing.GetBeatFromElapsedTime( fCurSecond );
/* The beat that the new sound will start on. */
@@ -220,7 +220,7 @@ static void StartMusic( MusicToPlay &ToPlay )
const float fSecondToStartOn = g_Playing->m_Timing.GetElapsedTimeFromBeat( fCurBeatToStartOn );
const float fMaximumDistance = 2;
const float fDistance = min( fSecondToStartOn - GAMESTATE->m_fMusicSeconds, fMaximumDistance );
const float fDistance = min( fSecondToStartOn - GAMESTATE->m_fMusicSecondsNoOffset, fMaximumDistance );
when = GAMESTATE->m_LastBeatUpdate + fDistance;
}