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-rw-r--r--Game/Code/Classes/UMain.pas41
1 files changed, 20 insertions, 21 deletions
diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas
index 924ef0ab..67ec2ea8 100644
--- a/Game/Code/Classes/UMain.pas
+++ b/Game/Code/Classes/UMain.pas
@@ -191,6 +191,13 @@ begin
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Soundcard list', 1);
+ // Sound (+ fills Sound Card List)
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Initialize Sound', 'Initialization');
+ InitializeSound();
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Initializing Sound', 1);
+
// Ini + Paths
Log.BenchmarkStart(1);
Log.LogStatus('Load Ini', 'Initialization');
@@ -262,7 +269,7 @@ begin
Log.LogStatus('Creating 2nd Song Array', 'Initialization');
CatSongs := TCatSongs.Create;
-
+
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Songs', 1);
@@ -281,15 +288,6 @@ begin
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading PartySession Manager', 1); }
- // Sound
- Log.BenchmarkStart(1);
- Log.LogStatus('Initialize Sound', 'Initialization');
- InitializeSound();
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Initializing Sound', 1);
-
- // exit;
-
// Graphics
Log.BenchmarkStart(1);
Log.LogStatus('Initialize 3D', 'Initialization');
@@ -813,7 +811,7 @@ begin
// beep;
// On linux we get an AV @ NEWNOTE, line 600 of Classes/UMain.pas
- if not assigned( Sound ) then // TODO : JB_Linux ... why is this now not assigned... it was fine a few hours ago..
+ if not assigned( Recording.Sound ) then // TODO : JB_Linux ... why is this now not assigned... it was fine a few hours ago..
exit;
// analizuje dla obu graczy ten sam sygnal (Sound.OneSrcForBoth)
@@ -822,7 +820,7 @@ begin
begin
// analyze buffer
- Sound[CP].AnalizujBufor;
+ Recording.Sound[CP].AnalizujBufor;
// adds some noise
// Czas.Ton := Czas.Ton + Round(Random(3)) - 1;
@@ -857,7 +855,7 @@ begin
// Czas.Ton := 27;
// gdy moze, to dodaje nute
- if (Sound[CP].SzczytJest) and (Mozna) then begin
+ if (Recording.Sound[CP].SzczytJest) and (Mozna) then begin
// operowanie na ostatniej nucie
for Pet := 0 to Czesci[0].Czesc[S].HighNut do
if (Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.OldBeatD+1)
@@ -866,10 +864,10 @@ begin
// to robi, tylko dla pary nut (oryginalnej i gracza)
// przesuwanie tonu w odpowiednia game
- while (Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton > 6) do
- Sound[CP].Ton := Sound[CP].Ton - 12;
- while (Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton < -6) do
- Sound[CP].Ton := Sound[CP].Ton + 12;
+ while (Recording.Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton > 6) do
+ Recording.Sound[CP].Ton := Recording.Sound[CP].Ton - 12;
+ while (Recording.Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton < -6) do
+ Recording.Sound[CP].Ton := Recording.Sound[CP].Ton + 12;
// Half size Notes Patch
NoteHit := false;
@@ -878,8 +876,8 @@ begin
//if Ini.Difficulty = 1 then Range := 1;
//if Ini.Difficulty = 2 then Range := 0;
Range := 2 - Ini.Difficulty;
- if abs(Czesci[0].Czesc[S].Nuta[Pet].Ton - Sound[CP].Ton) <= Range then begin
- Sound[CP].Ton := Czesci[0].Czesc[S].Nuta[Pet].Ton;
+ if abs(Czesci[0].Czesc[S].Nuta[Pet].Ton - Recording.Sound[CP].Ton) <= Range then begin
+ Recording.Sound[CP].Ton := Czesci[0].Czesc[S].Nuta[Pet].Ton;
// Half size Notes Patch
@@ -919,7 +917,8 @@ begin
if S = SMax then begin
Nowa := true;
// jezeli ostatnia ma ten sam ton
- if (Player[CP].IlNut > 0 ) and (Player[CP].Nuta[Player[CP].HighNut].Ton = Sound[CP].Ton)
+ if (Player[CP].IlNut > 0 )
+ and (Player[CP].Nuta[Player[CP].HighNut].Ton = Recording.Sound[CP].Ton)
and (Player[CP].Nuta[Player[CP].HighNut].Start + Player[CP].Nuta[Player[CP].HighNut].Dlugosc = Czas.AktBeatD)
then Nowa := false;
// jezeli jest jakas nowa nuta na sprawdzanym beacie
@@ -935,7 +934,7 @@ begin
SetLength(Player[CP].Nuta, Player[CP].IlNut);
Player[CP].Nuta[Player[CP].HighNut].Start := Czas.AktBeatD;
Player[CP].Nuta[Player[CP].HighNut].Dlugosc := 1;
- Player[CP].Nuta[Player[CP].HighNut].Ton := Sound[CP].Ton; // Ton || TonDokl
+ Player[CP].Nuta[Player[CP].HighNut].Ton := Recording.Sound[CP].Ton; // Ton || TonDokl
Player[CP].Nuta[Player[CP].HighNut].Detekt := Czas.MidBeat;