Refactor and make music ending more explicit. If we're going to

fade, set it up at the start; fading is done before buffering, so changing
it is high-latency.
This commit is contained in:
Glenn Maynard
2007-05-01 02:25:38 +00:00
parent ecbe17d289
commit f94e5a5ff2
2 changed files with 53 additions and 16 deletions
+3
View File
@@ -137,6 +137,8 @@ protected:
LocalizedString GIVE_UP_BACK_TEXT;
LocalizedString GIVE_UP_ABORTED_TEXT;
ThemeMetric<float> MUSIC_FADE_OUT_SECONDS;
ThemeMetric<float> OUT_TRANSITION_LENGTH;
ThemeMetric<float> COURSE_TRANSITION_LENGTH;
ThemeMetric<float> MIN_SECONDS_TO_STEP;
ThemeMetric<float> MIN_SECONDS_TO_MUSIC;
ThemeMetric<float> MIN_SECONDS_TO_STEP_NEXT_SONG;
@@ -153,6 +155,7 @@ protected:
virtual void LoadNextSong();
void LoadCourseSongNumber( int iSongNumber );
void StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMusic );
void GetMusicEndTiming( float &fSecondsToStartFadingOutMusic, float &fSecondsToStartTransitioningOut );
void LoadLights();
void PauseGame( bool bPause, GameController gc = GameController_Invalid );
void PlayAnnouncer( RString type, float fSeconds );