precise, framerate-independent assist ticks

This commit is contained in:
Glenn Maynard
2004-01-12 09:36:01 +00:00
parent 987db137cc
commit fea54929ac
4 changed files with 91 additions and 56 deletions
+61 -33
View File
@@ -60,8 +60,8 @@
#define SHOW_SCORE_IN_RAVE THEME->GetMetricB("ScreenGameplay","ShowScoreInRave")
#define SONG_POSITION_METER_WIDTH THEME->GetMetricF("ScreenGameplay","SongPositionMeterWidth")
CachedThemeMetricF SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
CachedThemeMetricF G_TICK_EARLY_SECONDS ("ScreenGameplay","TickEarlySeconds");
static CachedThemeMetricF SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
static CachedThemeMetricF TICK_EARLY_SECONDS ("ScreenGameplay","TickEarlySeconds");
/* Global, so it's accessible from ShowSavePrompt: */
static float g_fOldOffset; // used on offset screen to calculate difference
@@ -105,7 +105,7 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
SOUND->HandleSongTimer( false );
SECONDS_BETWEEN_COMMENTS.Refresh();
G_TICK_EARLY_SECONDS.Refresh();
TICK_EARLY_SECONDS.Refresh();
//need to initialize these before checking for demonstration mode
//otherwise destructor will try to delete possibly invalid pointers
@@ -753,6 +753,7 @@ ScreenGameplay::~ScreenGameplay()
SAFE_DELETE( m_pCombinedLifeMeter );
m_soundMusic.StopPlaying();
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
}
bool ScreenGameplay::IsLastSong()
@@ -1016,36 +1017,40 @@ float ScreenGameplay::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusi
}
// play assist ticks
bool ScreenGameplay::IsTimeToPlayTicks() const
void ScreenGameplay::PlayTicks()
{
// Sound cards have a latency between when a sample is Play()ed and when the sound
// will start coming out the speaker. Compensate for this by boosting
// fPositionSeconds ahead
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
fPositionSeconds += (SOUND->GetPlayLatency()+(float)G_TICK_EARLY_SECONDS) * m_soundMusic.GetPlaybackRate();
float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
if( !GAMESTATE->m_SongOptions.m_bAssistTick )
return;
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
iRowNow = max( 0, iRowNow );
/* Sound cards have a latency between when a sample is Play()ed and when the sound
* will start coming out the speaker. Compensate for this by boosting fPositionSeconds
* ahead. This is just to make sure that we request the sound early enough for it to
* come out on time; the actual precise timing is handled by SetStartTime. */
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
fPositionSeconds += SOUND->GetPlayLatency() + (float)TICK_EARLY_SECONDS + 0.250f;
const float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
const int iSongRow = max( 0, BeatToNoteRowNotRounded( fSongBeat ) );
static int iRowLastCrossed = 0;
bool bAnyoneHasANote = false; // set this to true if any player has a note at one of the indicies we crossed
int iTickRow = -1;
for( int r=iRowLastCrossed+1; r<=iSongRow; r++ ) // for each index we crossed since the last update
if( m_Player[GAMESTATE->m_MasterPlayerNumber].IsThereATapOrHoldHeadAtRow( r ) )
iTickRow = r;
for( int r=iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
iRowLastCrossed = iSongRow;
if( iTickRow != -1 )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
const float fTickBeat = NoteRowToBeat( iTickRow );
const float fTickSecond = GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeat( fTickBeat );
float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds;
fSecondsUntil /= m_soundMusic.GetPlaybackRate(); /* 2x music rate means the time until the tick is halved */
bAnyoneHasANote |= m_Player[p].IsThereATapOrHoldHeadAtRow( r );
break; // this will only play the tick for the first player that is joined
}
RageTimer when = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)TICK_EARLY_SECONDS);
m_soundAssistTick.SetStartTime( when );
m_soundAssistTick.Play();
}
iRowLastCrossed = iRowNow;
return bAnyoneHasANote;
}
@@ -1302,20 +1307,41 @@ void ScreenGameplay::Update( float fDeltaTime )
}
//
// update assist ticks
// play assist ticks
//
bool bPlayTicks = IsTimeToPlayTicks();
if( bPlayTicks )
{
if( GAMESTATE->m_SongOptions.m_bAssistTick )
m_soundAssistTick.Play();
}
PlayTicks();
//
// update lights
//
bool bAnyoneHasANote = false; // set this to true if any player has a note at one of the indices we crossed
{
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
fPositionSeconds += (SOUND->GetPlayLatency()) * m_soundMusic.GetPlaybackRate();
float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
iRowNow = max( 0, iRowNow );
static int iRowLastCrossed = 0;
for( int r=iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
bAnyoneHasANote |= m_Player[p].IsThereATapOrHoldHeadAtRow( r );
break; // this will only play the tick for the first player that is joined
}
}
iRowLastCrossed = iRowNow;
}
static float s_fSecsLeftOnUpperLights = 0;
if( bPlayTicks )
if( bAnyoneHasANote )
{
float fSecsPerBeat = 1.f/GAMESTATE->m_fCurBPS;
float fSecsToLight = fSecsPerBeat*.2f;
@@ -1478,6 +1504,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
* We're doing #3. I'm not sure which is best.
*/
m_soundMusic.StopPlaying();
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
this->ClearMessageQueue();
m_Back.StartTransitioning( SM_SaveChangedBeforeGoingBack );
@@ -2115,6 +2142,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
case SM_BeginFailed:
m_DancingState = STATE_OUTRO;
m_soundMusic.StopPlaying();
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
TweenOffScreen();
m_Failed.StartTransitioning( SM_GoToScreenAfterFail );