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-rw-r--r--Game/Code/Classes/UMain.pas4
-rw-r--r--Game/Code/Screens/UScreenSing.pas8
2 files changed, 6 insertions, 6 deletions
diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas
index 9688fe76..ac8a0f6e 100644
--- a/Game/Code/Classes/UMain.pas
+++ b/Game/Code/Classes/UMain.pas
@@ -731,7 +731,7 @@ begin
// drum machine
(*
- TempBeat := LineState.CurrentBeat;// + 2;
+ TempBeat := LyricsState.CurrentBeat;// + 2;
if (TempBeat mod 8 = 0) then Music.PlayDrum;
if (TempBeat mod 8 = 4) then Music.PlayClap;
//if (TempBeat mod 4 = 2) then Music.PlayHihat;
@@ -814,7 +814,7 @@ begin
// add some noise
// TODO: do we need this?
- //LineState.Tone := LineState.Tone + Round(Random(3)) - 1;
+ //LyricsState.Tone := LyricsState.Tone + Round(Random(3)) - 1;
// add note if possible
if (CurrentSound.ToneValid and NoteAvailable) then
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas
index d7050bf5..3343f0c6 100644
--- a/Game/Code/Screens/UScreenSing.pas
+++ b/Game/Code/Screens/UScreenSing.pas
@@ -1174,7 +1174,7 @@ begin
begin
if assigned( fCurrentVideoPlaybackEngine ) then
begin
- fCurrentVideoPlaybackEngine.GetFrame(LineState.GetCurrentTime());
+ fCurrentVideoPlaybackEngine.GetFrame(LyricsState.GetCurrentTime());
fCurrentVideoPlaybackEngine.DrawGL(ScreenAct);
end;
end;
@@ -1183,11 +1183,11 @@ begin
DrawFG;
// check for music finish
- //Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(LineState.CurrentTime*1000) + ' ' + IntToStr(CurrentSong.Finish));
+ //Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(LyricsState.CurrentTime*1000) + ' ' + IntToStr(CurrentSong.Finish));
if ShowFinish then
begin
if (not AudioPlayback.Finished) and
- ((CurrentSong.Finish = 0) or (LineState.GetCurrentTime()*1000 <= CurrentSong.Finish)) then
+ ((CurrentSong.Finish = 0) or (LyricsState.GetCurrentTime()*1000 <= CurrentSong.Finish)) then
begin
// analyze song if not paused
if (not Paused) then
@@ -1395,7 +1395,7 @@ end;
function TLyricsSyncSource.GetClock(): real;
begin
- Result := LineState.GetCurrentTime();
+ Result := LyricsState.GetCurrentTime();
end;
end.