use TickEarlySeconds in the editor
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@@ -65,6 +65,9 @@ const float NAMING_MENU_ITEM_X = CENTER_X-200;
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const float NAMING_MENU_ITEM_START_Y = SCREEN_TOP + 24;
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const float NAMING_MENU_ITEM_SPACING_Y = 18;
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#define TICK_EARLY_SECONDS THEME->GetMetricF("ScreenGameplay","TickEarlySeconds")
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static float g_fTickEarlySecondsCache = 0; // reading directly out of theme metrics is slow
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const CString HELP_TEXT =
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"Esc: show command menu\n"
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// "Hold F1 to show more commands\n"
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@@ -190,6 +193,7 @@ ScreenEdit::ScreenEdit()
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m_pNotes = GAMESTATE->m_pCurNotes[PLAYER_1];
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g_fTickEarlySecondsCache = TICK_EARLY_SECONDS;
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/* Make EditMenu responsible for creating new Notes */
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//if( m_pNotes == NULL )
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@@ -339,12 +343,10 @@ bool ScreenEdit::PlayTicks() const
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return false;
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
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float fSongBeat, fBPS;
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bool bFreeze;
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// HACK: Play the sound a little bit early to account for the fact that the middle of the tick sounds occurs 0.015 seconds into playing.
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fPositionSeconds += (SOUNDMAN->GetPlayLatency()+0.018f) * m_soundMusic.GetPlaybackRate(); // HACK: Add 0.015 seconds to account for the fact that the middle of the tick sounds occurs 0.015 seconds into playing.
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GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
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fPositionSeconds += (SOUNDMAN->GetPlayLatency()+g_fTickEarlySecondsCache) * m_soundMusic.GetPlaybackRate();
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float fSongBeat=GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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iRowNow = max( 0, iRowNow );
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