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Rework offset+vocal sync handling to fix the "Swing Mode" bug
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f9186b67a7
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@ -275,6 +275,13 @@ class Conductor
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return Save.instance.options.audioVisualOffset;
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return Save.instance.options.audioVisualOffset;
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}
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}
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public var combinedOffset(get, never):Float;
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function get_combinedOffset():Float
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{
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return instrumentalOffset + audioVisualOffset + inputOffset;
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}
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/**
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/**
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* The number of beats in a measure. May be fractional depending on the time signature.
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* The number of beats in a measure. May be fractional depending on the time signature.
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*/
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*/
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@ -861,7 +861,7 @@ class PlayState extends MusicBeatSubState
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// Reset music properly.
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// Reset music properly.
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if (FlxG.sound.music != null)
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if (FlxG.sound.music != null)
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{
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{
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FlxG.sound.music.time = startTimestamp - Conductor.instance.instrumentalOffset;
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FlxG.sound.music.time = startTimestamp - Conductor.instance.combinedOffset;
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FlxG.sound.music.pitch = playbackRate;
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FlxG.sound.music.pitch = playbackRate;
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FlxG.sound.music.pause();
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FlxG.sound.music.pause();
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}
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}
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@ -878,7 +878,7 @@ class PlayState extends MusicBeatSubState
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}
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}
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}
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}
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vocals.pause();
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vocals.pause();
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vocals.time = 0;
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vocals.time = 0 - Conductor.instance.combinedOffset;
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if (FlxG.sound.music != null) FlxG.sound.music.volume = 1;
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if (FlxG.sound.music != null) FlxG.sound.music.volume = 1;
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vocals.volume = 1;
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vocals.volume = 1;
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@ -919,7 +919,7 @@ class PlayState extends MusicBeatSubState
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{
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{
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// Do NOT apply offsets at this point, because they already got applied the previous frame!
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// Do NOT apply offsets at this point, because they already got applied the previous frame!
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Conductor.instance.update(Conductor.instance.songPosition + elapsed * 1000, false);
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Conductor.instance.update(Conductor.instance.songPosition + elapsed * 1000, false);
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if (Conductor.instance.songPosition >= (startTimestamp + Conductor.instance.instrumentalOffset))
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if (Conductor.instance.songPosition >= (startTimestamp + Conductor.instance.combinedOffset))
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{
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{
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trace("started song at " + Conductor.instance.songPosition);
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trace("started song at " + Conductor.instance.songPosition);
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startSong();
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startSong();
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@ -1401,7 +1401,7 @@ class PlayState extends MusicBeatSubState
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if (FlxG.sound.music != null)
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if (FlxG.sound.music != null)
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{
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{
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var correctSync:Float = Math.min(FlxG.sound.music.length, Math.max(0, Conductor.instance.songPosition - Conductor.instance.instrumentalOffset));
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var correctSync:Float = Math.min(FlxG.sound.music.length, Math.max(0, Conductor.instance.songPosition - Conductor.instance.combinedOffset));
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if (!startingSong && (Math.abs(FlxG.sound.music.time - correctSync) > 5 || Math.abs(vocals.checkSyncError(correctSync)) > 5))
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if (!startingSong && (Math.abs(FlxG.sound.music.time - correctSync) > 5 || Math.abs(vocals.checkSyncError(correctSync)) > 5))
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{
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{
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@ -1411,6 +1411,13 @@ class PlayState extends MusicBeatSubState
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trace(correctSync);
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trace(correctSync);
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resyncVocals();
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resyncVocals();
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}
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}
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else
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{
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trace("NO VOCAL SYNC NEEDED");
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if (vocals != null) trace(vocals.checkSyncError(correctSync));
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trace(FlxG.sound.music.time);
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trace(correctSync);
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}
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}
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}
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// Only bop camera if zoom level is below 135%
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// Only bop camera if zoom level is below 135%
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@ -1967,7 +1974,7 @@ class PlayState extends MusicBeatSubState
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};
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};
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// A negative instrumental offset means the song skips the first few milliseconds of the track.
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// A negative instrumental offset means the song skips the first few milliseconds of the track.
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// This just gets added into the startTimestamp behavior so we don't need to do anything extra.
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// This just gets added into the startTimestamp behavior so we don't need to do anything extra.
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FlxG.sound.music.play(true, startTimestamp - Conductor.instance.instrumentalOffset);
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FlxG.sound.music.play(true, Math.max(0, startTimestamp - Conductor.instance.combinedOffset));
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FlxG.sound.music.pitch = playbackRate;
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FlxG.sound.music.pitch = playbackRate;
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// Prevent the volume from being wrong.
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// Prevent the volume from being wrong.
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@ -1979,7 +1986,9 @@ class PlayState extends MusicBeatSubState
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vocals.play();
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vocals.play();
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vocals.volume = 1.0;
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vocals.volume = 1.0;
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vocals.pitch = playbackRate;
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vocals.pitch = playbackRate;
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vocals.time = startTimestamp;
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vocals.time = FlxG.sound.music.time;
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trace('${FlxG.sound.music.time}');
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trace('${vocals.time}');
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resyncVocals();
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resyncVocals();
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#if FEATURE_DISCORD_RPC
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#if FEATURE_DISCORD_RPC
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@ -1989,7 +1998,7 @@ class PlayState extends MusicBeatSubState
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if (startTimestamp > 0)
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if (startTimestamp > 0)
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{
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{
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// FlxG.sound.music.time = startTimestamp - Conductor.instance.instrumentalOffset;
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// FlxG.sound.music.time = startTimestamp - Conductor.instance.combinedOffset;
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handleSkippedNotes();
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handleSkippedNotes();
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}
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}
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@ -2006,7 +2015,7 @@ class PlayState extends MusicBeatSubState
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// Skip this if the music is paused (GameOver, Pause menu, start-of-song offset, etc.)
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// Skip this if the music is paused (GameOver, Pause menu, start-of-song offset, etc.)
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if (!(FlxG.sound.music?.playing ?? false)) return;
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if (!(FlxG.sound.music?.playing ?? false)) return;
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var timeToPlayAt:Float = Math.min(FlxG.sound.music.length, Math.max(0, Conductor.instance.songPosition - Conductor.instance.instrumentalOffset));
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var timeToPlayAt:Float = Math.min(FlxG.sound.music.length, Math.max(0, Conductor.instance.songPosition - Conductor.instance.combinedOffset));
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trace('Resyncing vocals to ${timeToPlayAt}');
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trace('Resyncing vocals to ${timeToPlayAt}');
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FlxG.sound.music.pause();
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FlxG.sound.music.pause();
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vocals.pause();
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vocals.pause();
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