[splittiming] Bringing it down. (91)
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+3
-3
@@ -419,7 +419,7 @@ void BackgroundImpl::LoadFromRandom( float fFirstBeat, float fEndBeat, const Bac
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int iStartRow = BeatToNoteRow(fFirstBeat);
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int iEndRow = BeatToNoteRow(fEndBeat);
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const TimingData &timing = m_pSong->m_Timing;
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const TimingData &timing = m_pSong->m_SongTiming;
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// change BG every time signature change or 4 measures
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FOREACH_CONST( TimeSignatureSegment, timing.m_vTimeSignatureSegments, iter )
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@@ -697,7 +697,7 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
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float fBeat, fBPS, fThrowAway;
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bool bFreeze;
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int iThrowAway;
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pSong->m_Timing.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze, bFreeze, iThrowAway, fThrowAway );
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pSong->m_SongTiming.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze, bFreeze, iThrowAway, fThrowAway );
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// Calls to Update() should *not* be scaled by music rate; fCurrentTime is. Undo it.
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const float fRate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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@@ -762,7 +762,7 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
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m_pCurrentBGA->PlayCommand( "GainFocus" );
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/* How much time of this BGA have we skipped? (This happens with SetSeconds.) */
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const float fStartSecond = pSong->m_Timing.GetElapsedTimeFromBeat( change.m_fStartBeat );
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const float fStartSecond = pSong->m_SongTiming.GetElapsedTimeFromBeat( change.m_fStartBeat );
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/* This is affected by the music rate. */
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fDeltaTime = fCurrentTime - fStartSecond;
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