[splittiming] Bringing it down. (91)

This commit is contained in:
Jason Felds
2011-05-09 21:03:30 -04:00
parent 71bf72e964
commit f7d1b46f72
10 changed files with 59 additions and 59 deletions
+12 -12
View File
@@ -58,7 +58,7 @@ void AdjustSync::ResetOriginalSyncData()
s_pTimingDataOriginal = new TimingData;
if( GAMESTATE->m_pCurSong )
*s_pTimingDataOriginal = GAMESTATE->m_pCurSong->m_Timing;
*s_pTimingDataOriginal = GAMESTATE->m_pCurSong->m_SongTiming;
else
*s_pTimingDataOriginal = TimingData();
s_fGlobalOffsetSecondsOriginal = PREFSMAN->m_fGlobalOffsetSeconds;
@@ -87,7 +87,7 @@ void AdjustSync::SaveSyncChanges()
{
if( GAMESTATE->IsCourseMode() )
return;
if( GAMESTATE->m_pCurSong && *s_pTimingDataOriginal != GAMESTATE->m_pCurSong->m_Timing )
if( GAMESTATE->m_pCurSong && *s_pTimingDataOriginal != GAMESTATE->m_pCurSong->m_SongTiming )
{
if( GAMESTATE->IsEditing() )
{
@@ -110,7 +110,7 @@ void AdjustSync::RevertSyncChanges()
if( GAMESTATE->IsCourseMode() )
return;
PREFSMAN->m_fGlobalOffsetSeconds.Set( s_fGlobalOffsetSecondsOriginal );
GAMESTATE->m_pCurSong->m_Timing = *s_pTimingDataOriginal;
GAMESTATE->m_pCurSong->m_SongTiming = *s_pTimingDataOriginal;
ResetOriginalSyncData();
s_fStandardDeviation = 0.0f;
s_fAverageError = 0.0f;
@@ -186,7 +186,7 @@ void AdjustSync::AutosyncOffset()
switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType )
{
case SongOptions::AUTOSYNC_SONG:
GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += mean;
GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds += mean;
break;
case SongOptions::AUTOSYNC_MACHINE:
PREFSMAN->m_fGlobalOffsetSeconds.Set( PREFSMAN->m_fGlobalOffsetSeconds + mean );
@@ -232,15 +232,15 @@ void AdjustSync::AutosyncTempo()
if( !CalcLeastSquares( s_vAutosyncTempoData, fSlope, fIntercept, fFilteredError ) )
return;
GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += fIntercept;
GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds += fIntercept;
const float fScaleBPM = 1.0f/(1.0f - fSlope);
FOREACH( BPMSegment, GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments, i )
FOREACH( BPMSegment, GAMESTATE->m_pCurSong->m_SongTiming.m_BPMSegments, i )
i->SetBPM( i->GetBPM() * fScaleBPM );
// We assume that the stops were measured as a number of beats.
// Therefore, if we change the bpms, we need to make a similar
// change to the stops.
FOREACH( StopSegment, GAMESTATE->m_pCurSong->m_Timing.m_StopSegments, i )
FOREACH( StopSegment, GAMESTATE->m_pCurSong->m_SongTiming.m_StopSegments, i )
i->m_fStopSeconds *= 1.0f - fSlope;
SCREENMAN->SystemMessage( AUTOSYNC_CORRECTION_APPLIED.GetValue() );
@@ -296,7 +296,7 @@ void AdjustSync::GetSyncChangeTextSong( vector<RString> &vsAddTo )
{
float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_fBeat0OffsetInSeconds, 0.001f );
float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds, 0.001f );
float fNew = Quantize( GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds, 0.001f );
float fDelta = fNew - fOld;
if( fabsf(fDelta) > 0.0001f )
@@ -309,10 +309,10 @@ void AdjustSync::GetSyncChangeTextSong( vector<RString> &vsAddTo )
}
}
for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_SongTiming.m_BPMSegments.size(); i++ )
{
float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_BPMSegments[i].GetBPM(), 0.001f );
float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].GetBPM(), 0.001f );
float fNew = Quantize( GAMESTATE->m_pCurSong->m_SongTiming.m_BPMSegments[i].GetBPM(), 0.001f );
float fDelta = fNew - fOld;
if( fabsf(fDelta) > 0.0001f )
@@ -330,10 +330,10 @@ void AdjustSync::GetSyncChangeTextSong( vector<RString> &vsAddTo )
}
}
for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_StopSegments.size(); i++ )
for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_SongTiming.m_StopSegments.size(); i++ )
{
float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_StopSegments[i].m_fStopSeconds, 0.001f );
float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_StopSegments[i].m_fStopSeconds, 0.001f );
float fNew = Quantize( GAMESTATE->m_pCurSong->m_SongTiming.m_StopSegments[i].m_fStopSeconds, 0.001f );
float fDelta = fNew - fOld;
if( fabsf(fDelta) > 0.0001f )