diff --git a/stepmania/src/GameSoundManager.cpp b/stepmania/src/GameSoundManager.cpp index 5ecc33d8a5..dc4df31f03 100644 --- a/stepmania/src/GameSoundManager.cpp +++ b/stepmania/src/GameSoundManager.cpp @@ -86,7 +86,7 @@ struct MusicToPlay NoteData lights_data; bool bForceLoop; float fStartSecond, fLengthSeconds, fFadeLengthSeconds; - bool align_beat; + bool bAlignBeat; MusicToPlay() { HasTiming = false; @@ -156,7 +156,7 @@ static void StartMusic( MusicToPlay &ToPlay ) NewMusic->m_Lights = ToPlay.lights_data; } - if( ToPlay.align_beat && ToPlay.HasTiming && ToPlay.bForceLoop && ToPlay.fLengthSeconds != -1 ) + if( ToPlay.bAlignBeat && ToPlay.HasTiming && ToPlay.bForceLoop && ToPlay.fLengthSeconds != -1 ) { /* Extend the loop period so it always starts and ends on the same fractional * beat. That is, if it starts on beat 1.5, and ends on beat 10.2, extend it @@ -199,7 +199,7 @@ static void StartMusic( MusicToPlay &ToPlay ) * start now. */ if( !g_Playing->m_bHasTiming && !g_UpdatingTimer ) StartImmediately = true; - if( !ToPlay.align_beat ) + if( !ToPlay.bAlignBeat ) StartImmediately = true; RageTimer when; /* zero */ @@ -664,7 +664,7 @@ void GameSoundManager::PlayMusic( ToPlay.fStartSecond = fStartSecond; ToPlay.fLengthSeconds = fLengthSeconds; ToPlay.fFadeLengthSeconds = sFadeLengthSeconds; - ToPlay.align_beat = bAlignBeat; + ToPlay.bAlignBeat = bAlignBeat; /* Add the MusicToPlay to the g_MusicsToPlay queue. */ g_Mutex->Lock();