Stops (and Delays) now templated.
This is all of them at this present time. At some point in the future, we should make DelaySegments separate from StopSegments.
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+6
-6
@@ -269,11 +269,11 @@ void AdjustSync::AutosyncTempo()
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FOREACH( BPMSegment, GAMESTATE->m_pCurSong->m_SongTiming.m_BPMSegments, i )
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i->SetBPM( i->GetBPM() * fScaleBPM );
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// We assume that the stops were measured as a number of beats.
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// Therefore, if we change the bpms, we need to make a similar
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// change to the stops.
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/* We assume that the stops were measured as a number of beats.
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* Therefore, if we change the bpms, we need to make a similar
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* change to the stops. */
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FOREACH( StopSegment, GAMESTATE->m_pCurSong->m_SongTiming.m_StopSegments, i )
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i->m_fStopSeconds *= 1.0f - fSlope;
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i->SetPause(i->GetPause() * (1.0f - fSlope));
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SCREENMAN->SystemMessage( AUTOSYNC_CORRECTION_APPLIED.GetValue() );
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}
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@@ -366,8 +366,8 @@ void AdjustSync::GetSyncChangeTextSong( vector<RString> &vsAddTo )
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for( unsigned i=0; i< testing.m_StopSegments.size(); i++ )
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{
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float fOld = Quantize( original.m_StopSegments[i].m_fStopSeconds, 0.001f );
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float fNew = Quantize( testing.m_StopSegments[i].m_fStopSeconds, 0.001f );
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float fOld = Quantize( original.m_StopSegments[i].GetPause(), 0.001f );
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float fNew = Quantize( testing.m_StopSegments[i].GetPause(), 0.001f );
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float fDelta = fNew - fOld;
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if( fabsf(fDelta) > 0.0001f )
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