[splittiming] Bringing it down. (91)
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+12
-12
@@ -58,7 +58,7 @@ void AdjustSync::ResetOriginalSyncData()
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s_pTimingDataOriginal = new TimingData;
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if( GAMESTATE->m_pCurSong )
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*s_pTimingDataOriginal = GAMESTATE->m_pCurSong->m_Timing;
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*s_pTimingDataOriginal = GAMESTATE->m_pCurSong->m_SongTiming;
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else
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*s_pTimingDataOriginal = TimingData();
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s_fGlobalOffsetSecondsOriginal = PREFSMAN->m_fGlobalOffsetSeconds;
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@@ -87,7 +87,7 @@ void AdjustSync::SaveSyncChanges()
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{
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if( GAMESTATE->IsCourseMode() )
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return;
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if( GAMESTATE->m_pCurSong && *s_pTimingDataOriginal != GAMESTATE->m_pCurSong->m_Timing )
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if( GAMESTATE->m_pCurSong && *s_pTimingDataOriginal != GAMESTATE->m_pCurSong->m_SongTiming )
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{
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if( GAMESTATE->IsEditing() )
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{
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@@ -110,7 +110,7 @@ void AdjustSync::RevertSyncChanges()
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if( GAMESTATE->IsCourseMode() )
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return;
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PREFSMAN->m_fGlobalOffsetSeconds.Set( s_fGlobalOffsetSecondsOriginal );
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GAMESTATE->m_pCurSong->m_Timing = *s_pTimingDataOriginal;
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GAMESTATE->m_pCurSong->m_SongTiming = *s_pTimingDataOriginal;
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ResetOriginalSyncData();
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s_fStandardDeviation = 0.0f;
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s_fAverageError = 0.0f;
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@@ -186,7 +186,7 @@ void AdjustSync::AutosyncOffset()
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switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType )
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{
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case SongOptions::AUTOSYNC_SONG:
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GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += mean;
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GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds += mean;
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break;
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case SongOptions::AUTOSYNC_MACHINE:
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PREFSMAN->m_fGlobalOffsetSeconds.Set( PREFSMAN->m_fGlobalOffsetSeconds + mean );
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@@ -232,15 +232,15 @@ void AdjustSync::AutosyncTempo()
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if( !CalcLeastSquares( s_vAutosyncTempoData, fSlope, fIntercept, fFilteredError ) )
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return;
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GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += fIntercept;
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GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds += fIntercept;
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const float fScaleBPM = 1.0f/(1.0f - fSlope);
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FOREACH( BPMSegment, GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments, i )
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FOREACH( BPMSegment, GAMESTATE->m_pCurSong->m_SongTiming.m_BPMSegments, i )
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i->SetBPM( i->GetBPM() * fScaleBPM );
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// We assume that the stops were measured as a number of beats.
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// Therefore, if we change the bpms, we need to make a similar
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// change to the stops.
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FOREACH( StopSegment, GAMESTATE->m_pCurSong->m_Timing.m_StopSegments, i )
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FOREACH( StopSegment, GAMESTATE->m_pCurSong->m_SongTiming.m_StopSegments, i )
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i->m_fStopSeconds *= 1.0f - fSlope;
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SCREENMAN->SystemMessage( AUTOSYNC_CORRECTION_APPLIED.GetValue() );
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@@ -296,7 +296,7 @@ void AdjustSync::GetSyncChangeTextSong( vector<RString> &vsAddTo )
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{
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float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_fBeat0OffsetInSeconds, 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds, 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds, 0.001f );
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float fDelta = fNew - fOld;
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if( fabsf(fDelta) > 0.0001f )
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@@ -309,10 +309,10 @@ void AdjustSync::GetSyncChangeTextSong( vector<RString> &vsAddTo )
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}
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}
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_SongTiming.m_BPMSegments.size(); i++ )
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{
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float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_BPMSegments[i].GetBPM(), 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].GetBPM(), 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_SongTiming.m_BPMSegments[i].GetBPM(), 0.001f );
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float fDelta = fNew - fOld;
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if( fabsf(fDelta) > 0.0001f )
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@@ -330,10 +330,10 @@ void AdjustSync::GetSyncChangeTextSong( vector<RString> &vsAddTo )
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}
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}
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_StopSegments.size(); i++ )
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_SongTiming.m_StopSegments.size(); i++ )
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{
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float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_StopSegments[i].m_fStopSeconds, 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_StopSegments[i].m_fStopSeconds, 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_SongTiming.m_StopSegments[i].m_fStopSeconds, 0.001f );
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float fDelta = fNew - fOld;
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if( fabsf(fDelta) > 0.0001f )
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