simplify
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@@ -25,7 +25,7 @@ RageSounds *SOUND = NULL;
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*/
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static RageSound *g_Music;
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static TimingData g_Timing;
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static float g_FirstSecond;
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static bool g_TimingDelayed;
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static bool g_HasTiming;
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static bool g_UpdatingTimer;
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@@ -46,10 +46,9 @@ RageSounds::RageSounds()
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ASSERT( SOUNDMAN );
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g_Music = new RageSound;
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g_Timing = TimingData();
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g_HasTiming = false;
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g_UpdatingTimer = false;
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g_FirstSecond = -1;
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g_TimingDelayed = false;
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g_Timing.AddBPMSegment( BPMSegment(0,120) );
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}
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@@ -60,16 +59,14 @@ RageSounds::~RageSounds()
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}
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void StartQueuedMusic()
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void StartQueuedMusic( const RageTimer &when )
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{
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if( g_MusicToPlay.file.size() == 0 )
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return; /* nothing to do */
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/* Go. */
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LOG->Trace("Start sound \"%s\"", g_MusicToPlay.file.c_str() );
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g_HasTiming = g_MusicToPlay.HasTiming;
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g_FirstSecond = g_MusicToPlay.start_sec;
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g_TimingDelayed = true;
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g_Music->Load( g_MusicToPlay.file, false );
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@@ -88,78 +85,38 @@ void StartQueuedMusic()
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g_Music->SetFadeLength( g_MusicToPlay.fade_len );
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g_Music->SetPositionSeconds();
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g_Music->SetStartTime( when );
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g_Music->StartPlaying();
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g_MusicToPlay.file = ""; /* done */
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}
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/* If we have a music file queued, try to start it. If we're doing a beat update,
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* fOldBeat is the beat before the update and fNewBeat is the beat after the update;
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* we'll only start the sound if the fractional part of the beat we'll be moving to
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* lies between them. */
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bool TryToStartQueuedMusic( float fOldSeconds, float fNewSeconds )
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{
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if( g_MusicToPlay.file.size() == 0 )
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return false; /* nothing to do */
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if( g_UpdatingTimer )
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{
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/* GetPlayLatency returns the minimum time until a sound starts. That's
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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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float Latency = SOUND->GetPlayLatency() + 0.040f;
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fOldSeconds += Latency;
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fNewSeconds += Latency;
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const float fOldBeat = g_Timing.GetBeatFromElapsedTime( fOldSeconds );
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const float fNewBeat = g_Timing.GetBeatFromElapsedTime( fNewSeconds );
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float fOldBeatFraction = fmodfp( fOldBeat,1 );
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float fNewBeatFraction = fmodfp( fNewBeat,1 );
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/* The beat that the new sound will start on. See if this lies within the beat
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* range of this update. */
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float fStartBeatFraction = fmodfp( g_MusicToPlay.timing.GetBeatFromElapsedTime(g_MusicToPlay.start_sec), 1 );
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if( fNewBeatFraction < fOldBeatFraction )
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fNewBeatFraction += 1.0f; /* unwrap */
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if( fStartBeatFraction < fOldBeatFraction )
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fStartBeatFraction += 1.0f; /* unwrap */
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if( !( fOldBeatFraction <= fStartBeatFraction && fStartBeatFraction <= fNewBeatFraction ) )
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return false;
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}
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StartQueuedMusic();
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return true;
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}
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/* maybe, instead of delaying the start, keep using the old time and tween to the new one? */
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void RageSounds::Update( float fDeltaTime )
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{
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const float fOldSeconds = GAMESTATE->m_fMusicSeconds;
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if( g_UpdatingTimer )
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{
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if( g_Music->IsPlaying() )
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{
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/* With some sound drivers, there's a delay between us calling Play() and
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* the sound actually playing. During this time, timestamps are approximated,
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* and will be less than the start position we gave. We don't want to use
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* those, since the beat won't necessarily line up.
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*
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* Look at fSeconds; if it's less than the position we gave, it's approximate;
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* keep using the previous timing data. */
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const float fSeconds = g_Music->GetPositionSeconds();
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/* There's a delay between us calling Play() and the sound actually playing.
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* During this time, approximate will be true. Keep using the previous timing
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* data until we get a non-approximate time, indicating that the sound has actually
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* started playing. */
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bool approximate;
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const float fSeconds = g_Music->GetPositionSeconds( &approximate );
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if( g_FirstSecond != -1 && fSeconds >= g_FirstSecond )
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if( g_TimingDelayed && !approximate )
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{
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/* We've passed the start position of the new sound, so we should be OK.
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* Load up the new timing data. */
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g_Timing = g_MusicToPlay.timing;
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g_FirstSecond = -1;
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g_TimingDelayed = false;
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}
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if( g_FirstSecond != -1 )
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RageTimer now;
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now.Touch();
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if( approximate )
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{
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/* We're still waiting for the new sound to start playing, so keep using the
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* old timing data and fake the time. */
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@@ -174,13 +131,6 @@ void RageSounds::Update( float fDeltaTime )
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GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Timing );
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}
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}
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/* If we have a sound queued to play, try to start it. */
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if( TryToStartQueuedMusic( fOldSeconds, GAMESTATE->m_fMusicSeconds ) )
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{
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/* New music started. Re-update. */
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Update( 0 );
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}
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}
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@@ -277,10 +227,35 @@ void RageSounds::PlayMusic( const CString &file, const CString &timing_file, boo
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if( !g_HasTiming && !g_UpdatingTimer )
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StartImmediately = true;
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if( StartImmediately )
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StartQueuedMusic();
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if( g_MusicToPlay.file != "" )
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LOG->Trace("Queued sound \"%s\"", g_MusicToPlay.file.c_str() );
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if( g_MusicToPlay.file == "" )
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return;
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RageTimer when; /* zero */
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if( !StartImmediately )
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{
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/* GetPlayLatency returns the minimum time until a sound starts. That's
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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 fCurBeat = g_Timing.GetBeatFromElapsedTime( fCurSecond );
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const float fCurBeatFraction = fmodfp( fCurBeat,1 );
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/* The beat that the new sound will start on. */
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const float fStartBeat = g_MusicToPlay.timing.GetBeatFromElapsedTime( g_MusicToPlay.start_sec );
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float fStartBeatFraction = fmodfp( fStartBeat, 1 );
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if( fStartBeatFraction < fCurBeatFraction )
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fStartBeatFraction += 1.0f; /* unwrap */
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const float fCurBeatToStartOn = truncf(fCurBeat) + fStartBeatFraction;
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const float fSecondToStartOn = g_Timing.GetElapsedTimeFromBeat( fCurBeatToStartOn );
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const float fDistance = fSecondToStartOn - fCurSecond;
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when.Touch();
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when = when + fDistance;
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}
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StartQueuedMusic( when );
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}
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void RageSounds::HandleSongTimer( bool on )
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