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Don't make multi start at light speed on uprates
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poco0317 committed Mar 10, 2019
1 parent 6932fce commit 11ee54b
Showing 1 changed file with 4 additions and 20 deletions.
24 changes: 4 additions & 20 deletions src/ScreenGameplay.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1089,30 +1089,14 @@ ScreenGameplay::BeginScreen()

SOUND->PlayOnceFromAnnouncer("gameplay intro"); // crowd cheer

// Get the transitions rolling
// Tell multi to do its thing -poco
if (GAMESTATE->m_bPlayingMulti && NSMAN->useSMserver) {
// If we're using networking, we must not have any delay. If we do,
// this can cause inconsistency on different computers and
// different themes.

StartPlayingSong(0, 0);
m_pSoundMusic->Stop();

float startOffset = g_fNetStartOffset;

NSMAN->StartRequest(1);
}

RageSoundParams p;
p.m_fSpeed = 1.0f; // Force 1.0 playback speed
p.StopMode = RageSoundParams::M_CONTINUE;
p.m_StartSecond = startOffset;
m_pSoundMusic->SetProperty("AccurateSync", true);
m_pSoundMusic->Play(false, &p);
// Then go
StartPlayingSong(MIN_SECONDS_TO_STEP, MIN_SECONDS_TO_MUSIC);

UpdateSongPosition(0);
} else {
StartPlayingSong(MIN_SECONDS_TO_STEP, MIN_SECONDS_TO_MUSIC);
}
if (GAMESTATE->m_bPlayingMulti) {
this->SetInterval(
[this]() {
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