From cefac82d1ccd2d6fa8e82497b73a13b0ce50ca59 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Wed, 29 Mar 2006 10:15:21 +0000 Subject: [PATCH] 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. --- 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 e42f50ac28..a545633ece 100644 --- a/stepmania/src/GameSoundManager.cpp +++ b/stepmania/src/GameSoundManager.cpp @@ -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; }