sukibaby cb1e2843de Minor RageSound improvements
Nothing major here - updating C style casts, moving repeated function calls into variables, changing lrint's...

**RageSound.cpp**

- Initialize m_pSource to nullptr in the member initializer list, rather than in the body of the constructor
- Define an undefined variable `iSourceFrame`
- Change a `lrint` to a `static_cast<int>+0.5`
- Implement missing error handling in `SetStopModeFromString` with a log message

**RageSoundManager**

- Combined the iterator increment and the erase operation for `Update` into one line to prevent needing to create the `next` variable, since GameLoop calls this method frequently

**RageSoundReader**

- This method is called from RageSound just after making sure iFrames isn't equal to 0, so it's not needed for RageSoundReader to do it again.
- We will never fail to read a file 100 times. If we do, it's because of I/O errors, so make that more clear.
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ITGmania

ITGmania is a fork of StepMania 5.1, an advanced cross-platform rhythm game for home and arcade use.

Continuous integration

Changes to StepMania 5.1

  • Built-in network functionality
  • Reload new songs from within the song select screen
  • The mine fix applied (courtesy of DinsFire64)
  • Held misses tracked in the engine for pad debugging
  • Fixed overlapping hold bug
  • Per-player visual delay
  • Per-player disabling of timing windows
  • New preference to control note render ordering
  • Increased the Stats.xml file size limit to 100MB
  • Changed the default binding for P2/back from hyphen to backslash

Installation

From Packages

For those that do not wish to compile the game on their own and use a binary right away, be aware of the following issues:

  • Windows 7 is the minimum supported version.
  • macOS users need to have macOS 11 (Big Sur) or higher to run ITGmania.
  • Linux users should receive all they need from the package manager of their choice.

From Source

ITGmania can be compiled using CMake. More information about using CMake can be found in both the Build directory and CMake's documentation.

Resources

Licensing Terms

In short- you can do anything you like with the game (including sell products made with it), provided you do not:

  1. Sell the game with the included songs
  2. Claim to have created the engine yourself or remove the credits
  3. Not provide source code for any build which differs from any official release which includes MP3 support.

(It's not required, but we would also appreciate it if you link back to ITGmania as well as StepMania.)

For specific information/legalese:

  • All of our source code is under the MIT license.
  • Songs included within the 'StepMania 5' folder are under the CC-NC license.
  • Simply Love is licensed under the GPLv3, or (at your option) any later version.
  • The copyright for songs in the 'Club Fantastic' folders rests with the original authors. The content is explicitly NOT placed under a Creative Commons license (or similar license), but has been provided free of charge, for personal or public use, including online broadcasting, tournaments, and other purposes. Go to the Club Fantastic website for more information.
  • The MAD library and FFmpeg codecs when built with our code use the GPL license.

Credits

ITGmania Team

  • Martin Natano (natano)
  • teejusb

Contributors

S
Languages
C++ 85.7%
Lua 4.3%
C 4.3%
Rich Text Format 2.3%
CMake 1.1%
Other 2%