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Rework offset+vocal sync handling to fix the "Swing Mode" bug

This commit is contained in:
EliteMasterEric 2024-09-21 06:33:47 -04:00
parent f9186b67a7
commit 2c73b241e8
2 changed files with 24 additions and 8 deletions

View file

@ -275,6 +275,13 @@ class Conductor
return Save.instance.options.audioVisualOffset;
}
public var combinedOffset(get, never):Float;
function get_combinedOffset():Float
{
return instrumentalOffset + audioVisualOffset + inputOffset;
}
/**
* The number of beats in a measure. May be fractional depending on the time signature.
*/

View file

@ -861,7 +861,7 @@ class PlayState extends MusicBeatSubState
// Reset music properly.
if (FlxG.sound.music != null)
{
FlxG.sound.music.time = startTimestamp - Conductor.instance.instrumentalOffset;
FlxG.sound.music.time = startTimestamp - Conductor.instance.combinedOffset;
FlxG.sound.music.pitch = playbackRate;
FlxG.sound.music.pause();
}
@ -878,7 +878,7 @@ class PlayState extends MusicBeatSubState
}
}
vocals.pause();
vocals.time = 0;
vocals.time = 0 - Conductor.instance.combinedOffset;
if (FlxG.sound.music != null) FlxG.sound.music.volume = 1;
vocals.volume = 1;
@ -919,7 +919,7 @@ class PlayState extends MusicBeatSubState
{
// Do NOT apply offsets at this point, because they already got applied the previous frame!
Conductor.instance.update(Conductor.instance.songPosition + elapsed * 1000, false);
if (Conductor.instance.songPosition >= (startTimestamp + Conductor.instance.instrumentalOffset))
if (Conductor.instance.songPosition >= (startTimestamp + Conductor.instance.combinedOffset))
{
trace("started song at " + Conductor.instance.songPosition);
startSong();
@ -1401,7 +1401,7 @@ class PlayState extends MusicBeatSubState
if (FlxG.sound.music != null)
{
var correctSync:Float = Math.min(FlxG.sound.music.length, Math.max(0, Conductor.instance.songPosition - Conductor.instance.instrumentalOffset));
var correctSync:Float = Math.min(FlxG.sound.music.length, Math.max(0, Conductor.instance.songPosition - Conductor.instance.combinedOffset));
if (!startingSong && (Math.abs(FlxG.sound.music.time - correctSync) > 5 || Math.abs(vocals.checkSyncError(correctSync)) > 5))
{
@ -1411,6 +1411,13 @@ class PlayState extends MusicBeatSubState
trace(correctSync);
resyncVocals();
}
else
{
trace("NO VOCAL SYNC NEEDED");
if (vocals != null) trace(vocals.checkSyncError(correctSync));
trace(FlxG.sound.music.time);
trace(correctSync);
}
}
// Only bop camera if zoom level is below 135%
@ -1967,7 +1974,7 @@ class PlayState extends MusicBeatSubState
};
// A negative instrumental offset means the song skips the first few milliseconds of the track.
// This just gets added into the startTimestamp behavior so we don't need to do anything extra.
FlxG.sound.music.play(true, startTimestamp - Conductor.instance.instrumentalOffset);
FlxG.sound.music.play(true, Math.max(0, startTimestamp - Conductor.instance.combinedOffset));
FlxG.sound.music.pitch = playbackRate;
// Prevent the volume from being wrong.
@ -1979,7 +1986,9 @@ class PlayState extends MusicBeatSubState
vocals.play();
vocals.volume = 1.0;
vocals.pitch = playbackRate;
vocals.time = startTimestamp;
vocals.time = FlxG.sound.music.time;
trace('${FlxG.sound.music.time}');
trace('${vocals.time}');
resyncVocals();
#if FEATURE_DISCORD_RPC
@ -1989,7 +1998,7 @@ class PlayState extends MusicBeatSubState
if (startTimestamp > 0)
{
// FlxG.sound.music.time = startTimestamp - Conductor.instance.instrumentalOffset;
// FlxG.sound.music.time = startTimestamp - Conductor.instance.combinedOffset;
handleSkippedNotes();
}
@ -2006,7 +2015,7 @@ class PlayState extends MusicBeatSubState
// Skip this if the music is paused (GameOver, Pause menu, start-of-song offset, etc.)
if (!(FlxG.sound.music?.playing ?? false)) return;
var timeToPlayAt:Float = Math.min(FlxG.sound.music.length, Math.max(0, Conductor.instance.songPosition - Conductor.instance.instrumentalOffset));
var timeToPlayAt:Float = Math.min(FlxG.sound.music.length, Math.max(0, Conductor.instance.songPosition - Conductor.instance.combinedOffset));
trace('Resyncing vocals to ${timeToPlayAt}');
FlxG.sound.music.pause();
vocals.pause();