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-rw-r--r--Game/Code/Screens/UScreenSing.pas12
1 files changed, 7 insertions, 5 deletions
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas
index 1b089eaf..c97bc691 100644
--- a/Game/Code/Screens/UScreenSing.pas
+++ b/Game/Code/Screens/UScreenSing.pas
@@ -31,7 +31,6 @@ type
TScreenSing = class(TMenu)
protected
paused: boolean; //Pause Mod
- PauseTime: Real;
NumEmptySentences: integer;
public
//TextTime: integer;
@@ -216,9 +215,10 @@ begin
if not paused then //enable Pause
begin
// pause Time
- PauseTime := LineState.CurrentTime;
Paused := true;
+ LineState.Pause();
+
// pause Music
AudioPlayback.Pause;
@@ -229,12 +229,12 @@ begin
end
else //disable Pause
begin
- LineState.CurrentTime := PauseTime; //Position of Notes
+ LineState.Resume();
// Position of Music
// FIXME: remove this and provide LineState.CurrentTime as sync-source instead
// so every stream can synch itself
- AudioPlayback.Position := PauseTime;
+ AudioPlayback.Position := LineState.CurrentTime;
// Play Music
AudioPlayback.Play;
@@ -528,7 +528,9 @@ begin
// CountSkipTimeSet;
LineState.CurrentTime := CurrentSong.Start;
LineState.TotalTime := AudioPlayback.Length;
- if (CurrentSong.Finish > 0) then LineState.TotalTime := CurrentSong.Finish / 1000;
+
+ if (CurrentSong.Finish > 0) then
+ LineState.TotalTime := CurrentSong.Finish / 1000;
LineState.OldBeat := -1;
for P := 0 to High(Player) do
ClearScores(P);