Implement GlobalOffsetSeconds in GameState::UpdateSongPosition,

not TimingData.  TimingData is a simple data structure, and shouldn't
be affected by hardware tweaks.  This is also easier to bypass in cases
we don't want GlobalOffsetSeconds.

Don't adjust assist tick by GlobalOffsetSeconds.
This commit is contained in:
Glenn Maynard
2006-03-28 09:28:55 +00:00
parent 8d3253442c
commit ee9c292b09
6 changed files with 13 additions and 10 deletions
+2 -2
View File
@@ -491,7 +491,7 @@ void GameSoundManager::Update( float fDeltaTime )
{
/* There's no song playing. Fake it. */
CHECKPOINT_M( ssprintf("%f, delta %f", GAMESTATE->m_fMusicSeconds, fDeltaTime) );
GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Playing->m_Timing );
GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSecondsNoOffset + fDeltaTime, g_Playing->m_Timing );
return;
}
@@ -537,7 +537,7 @@ void GameSoundManager::Update( float fDeltaTime )
{
/* We're still waiting for the new sound to start playing, so keep using the
* old timing data and fake the time. */
GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Playing->m_Timing );
GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSecondsNoOffset + fDeltaTime, g_Playing->m_Timing );
}
else
{