Make use of the m_fVisualDelay value
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@@ -3,7 +3,7 @@
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static Preference<float> g_fVisualDelaySeconds( "VisualDelaySeconds", 0.0f );
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void SongPosition::UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp )
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void SongPosition::UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp, float fAdditionalVisualDelay )
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{
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if( !timestamp.IsZero() )
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@@ -31,7 +31,7 @@ void SongPosition::UpdateSongPosition( float fPositionSeconds, const TimingData
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m_fSongBeatNoOffset = timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
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m_fMusicSecondsVisible = fPositionSeconds - g_fVisualDelaySeconds.Get();
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m_fMusicSecondsVisible = fPositionSeconds - g_fVisualDelaySeconds.Get() - fAdditionalVisualDelay;
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beat_info.elapsed_time= m_fMusicSecondsVisible;
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timing.GetBeatAndBPSFromElapsedTime(beat_info);
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m_fSongBeatVisible= beat_info.beat;
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