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.
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@@ -207,7 +207,7 @@ static void StartMusic( MusicToPlay &ToPlay )
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* common when starting a precached sound, but our sound isn't, so it'll
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* probably take a little longer. Nudge the latency up. */
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const float PresumedLatency = SOUND->GetPlayLatency() + 0.040f;
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const float fCurSecond = GAMESTATE->m_fMusicSeconds + PresumedLatency;
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const float fCurSecond = GAMESTATE->m_fMusicSecondsNoOffset + PresumedLatency;
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const float fCurBeat = g_Playing->m_Timing.GetBeatFromElapsedTime( fCurSecond );
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/* The beat that the new sound will start on. */
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@@ -220,7 +220,7 @@ static void StartMusic( MusicToPlay &ToPlay )
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const float fSecondToStartOn = g_Playing->m_Timing.GetElapsedTimeFromBeat( fCurBeatToStartOn );
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const float fMaximumDistance = 2;
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const float fDistance = min( fSecondToStartOn - GAMESTATE->m_fMusicSeconds, fMaximumDistance );
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const float fDistance = min( fSecondToStartOn - GAMESTATE->m_fMusicSecondsNoOffset, fMaximumDistance );
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when = GAMESTATE->m_LastBeatUpdate + fDistance;
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}
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