p.m_FadeLength -> p.m_fFadeOutSeconds

This commit is contained in:
Glenn Maynard
2007-04-06 18:09:46 +00:00
parent 64910a7c0a
commit f6677b20a3
5 changed files with 7 additions and 7 deletions
+1 -1
View File
@@ -235,7 +235,7 @@ static void StartMusic( MusicToPlay &ToPlay )
RageSoundParams p;
p.m_StartSecond = ToPlay.fStartSecond;
p.m_LengthSeconds = ToPlay.fLengthSeconds;
p.m_FadeLength = ToPlay.fFadeOutLengthSeconds;
p.m_fFadeOutSeconds = ToPlay.fFadeOutLengthSeconds;
p.m_StartTime = when;
if( ToPlay.bForceLoop )
p.StopMode = RageSoundParams::M_LOOP;
+2 -2
View File
@@ -44,7 +44,7 @@ RageSoundParams::RageSoundParams():
{
m_StartSecond = 0;
m_LengthSeconds = -1;
m_FadeLength = 0;
m_fFadeOutSeconds = 0;
m_Volume = 1.0f;
m_fPitch = 1.0f;
m_fSpeed = 1.0f;
@@ -581,7 +581,7 @@ void RageSound::ApplyParams()
m_pSource->SetProperty( "Speed", m_Param.m_fSpeed );
m_pSource->SetProperty( "StartSecond", m_Param.m_StartSecond );
m_pSource->SetProperty( "LengthSeconds", m_Param.m_LengthSeconds );
m_pSource->SetProperty( "FadeSeconds", m_Param.m_FadeLength );
m_pSource->SetProperty( "FadeSeconds", m_Param.m_fFadeOutSeconds );
float fVolume = m_Param.m_Volume * SOUNDMAN->GetMixVolume();
m_pSource->SetProperty( "Volume", fVolume );
+1 -1
View File
@@ -33,7 +33,7 @@ struct RageSoundParams
float m_LengthSeconds;
/* Number of seconds to spend fading out. */
float m_FadeLength;
float m_fFadeOutSeconds;
float m_Volume; // multiplies with SOUNDMAN->GetMixVolume()
+1 -1
View File
@@ -95,7 +95,7 @@ int RageSoundReader_Extend::Read( float *pBuffer, int iFrames )
if( iFramesRead > 0 )
{
/* We want to fade when there's m_FadeLength seconds left, but if
/* We want to fade when there's m_iFadeFrames frames left, but if
* m_LengthFrames is -1, we don't know the length we're playing.
* (m_LengthFrames is the length to play, not the length of the
* source.) If we don't know the length, don't fade. */
+2 -2
View File
@@ -2312,9 +2312,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
else
{
/* Load the next song in the course. First, fade out and stop the music. */
float fFadeLengthSeconds = MUSIC_FADE_OUT_SECONDS;
float fFadeOutSeconds = MUSIC_FADE_OUT_SECONDS;
RageSoundParams p = m_pSoundMusic->GetParams();
p.m_FadeLength = fFadeLengthSeconds;
p.m_fFadeOutSeconds = fFadeOutSeconds;
p.m_LengthSeconds = GAMESTATE->m_fMusicSeconds + fFadeLengthSeconds;
m_pSoundMusic->SetParams(p);
SCREENMAN->PostMessageToTopScreen( SM_StartLoadingNextSong, fFadeLengthSeconds );