fixed lyric sub fading

This commit is contained in:
Alexander Eckart committed 2012-03-04 00:41:07 +01:00
1 parent c377a583da
commit bd36b3d1d4
1 file changed
+24 -4
+24 -4
View File
@@ -582,6 +582,7 @@ namespace Vocaluxe.Screens
lines[i] = song.Notes.GetLines(i); lines[i] = song.Notes.GetLines(i);
CLine[] line = lines[i].Line; CLine[] line = lines[i].Line;
// find current line (it must be the same as in CalcFadingAlpha)
int nr = -1; int nr = -1;
for (int j = 0; j < line.Length; j++) for (int j = 0; j < line.Length; j++)
{ {
@@ -850,12 +851,16 @@ namespace Vocaluxe.Screens
lines[i] = Song.Notes.GetLines(i); lines[i] = Song.Notes.GetLines(i);
CLine[] line = lines[i].Line; CLine[] line = lines[i].Line;
// find current line (it must be the same as in UpdateLyrics)
int CurrentLine = 0; int CurrentLine = 0;
for (int j = 0; j < line.Length; j++) for (int j = 0; j < line.Length; j++)
{ {
if (line[j].FirstBeat <= _CurrentBeat) if (line[j].StartBeat <= _CurrentBeat)
{ {
CurrentLine = j; if (CGame.GetTimeFromBeats(line[j].FirstBeat, Song.BPM) <= _CurrentTime - Song.Gap + 10f)
{
CurrentLine = j;
}
} }
} }
@@ -863,9 +868,11 @@ namespace Vocaluxe.Screens
Alpha[i * 2] = 1f; Alpha[i * 2] = 1f;
Alpha[i * 2 + 1] = 1f; Alpha[i * 2 + 1] = 1f;
// main // main line alpha
if (CurrentLine == 0 && CurrentTime < CGame.GetTimeFromBeats(line[CurrentLine].FirstBeat, Song.BPM)) if (CurrentLine == 0 && CurrentTime < CGame.GetTimeFromBeats(line[CurrentLine].FirstBeat, Song.BPM))
{ {
// first main line and fist note is not reached
// => fade in
float diff = CGame.GetTimeFromBeats(line[CurrentLine].FirstBeat, Song.BPM) - CurrentTime; float diff = CGame.GetTimeFromBeats(line[CurrentLine].FirstBeat, Song.BPM) - CurrentTime;
if (diff > dt) if (diff > dt)
{ {
@@ -875,20 +882,29 @@ namespace Vocaluxe.Screens
else if (CurrentLine < line.Length - 1 && CGame.GetTimeFromBeats(line[CurrentLine].LastBeat, Song.BPM) < CurrentTime && else if (CurrentLine < line.Length - 1 && CGame.GetTimeFromBeats(line[CurrentLine].LastBeat, Song.BPM) < CurrentTime &&
CGame.GetTimeFromBeats(line[CurrentLine + 1].FirstBeat, Song.BPM) > CurrentTime) CGame.GetTimeFromBeats(line[CurrentLine + 1].FirstBeat, Song.BPM) > CurrentTime)
{ {
// current position is between two lines
// time between the to lines
float diff = CGame.GetTimeFromBeats(line[CurrentLine + 1].FirstBeat, Song.BPM) - float diff = CGame.GetTimeFromBeats(line[CurrentLine + 1].FirstBeat, Song.BPM) -
CGame.GetTimeFromBeats(line[CurrentLine].LastBeat, Song.BPM); CGame.GetTimeFromBeats(line[CurrentLine].LastBeat, Song.BPM);
// fade only if there is enough time for fading
if (diff > 3.3f * dt) if (diff > 3.3f * dt)
{ {
// time elapsed since last line
float last = CurrentTime - CGame.GetTimeFromBeats(line[CurrentLine].LastBeat, Song.BPM); float last = CurrentTime - CGame.GetTimeFromBeats(line[CurrentLine].LastBeat, Song.BPM);
// time to next line
float next = CGame.GetTimeFromBeats(line[CurrentLine + 1].FirstBeat, Song.BPM) - CurrentTime; float next = CGame.GetTimeFromBeats(line[CurrentLine + 1].FirstBeat, Song.BPM) - CurrentTime;
if (last < next) if (last < next)
{ {
// fade out
Alpha[i * 2] = 1f - last / rt; Alpha[i * 2] = 1f - last / rt;
} }
else else
{ {
// fade in if it is time for
if (next > dt) if (next > dt)
Alpha[i * 2] = 1f - (next - dt) / rt; Alpha[i * 2] = 1f - (next - dt) / rt;
} }
@@ -896,6 +912,8 @@ namespace Vocaluxe.Screens
} }
else if (CurrentLine == line.Length - 1 && CGame.GetTimeFromBeats(line[CurrentLine].LastBeat, Song.BPM) < CurrentTime) else if (CurrentLine == line.Length - 1 && CGame.GetTimeFromBeats(line[CurrentLine].LastBeat, Song.BPM) < CurrentTime)
{ {
// last main line and last note was reached
// => fade out
float diff = CurrentTime - CGame.GetTimeFromBeats(line[CurrentLine].LastBeat, Song.BPM); float diff = CurrentTime - CGame.GetTimeFromBeats(line[CurrentLine].LastBeat, Song.BPM);
Alpha[i * 2] = 1f - diff / rt; Alpha[i * 2] = 1f - diff / rt;
} }
@@ -903,7 +921,9 @@ namespace Vocaluxe.Screens
// sub // sub
if (CurrentLine < line.Length - 2) if (CurrentLine < line.Length - 2)
{ {
float diff = CGame.GetTimeFromBeats(line[CurrentLine + 1].FirstBeat, Song.BPM) - CurrentTime; float diff = 0f;
diff = CGame.GetTimeFromBeats(line[CurrentLine + 1].FirstBeat, Song.BPM) - CurrentTime;
if (diff > dt) if (diff > dt)
{ {
Alpha[i * 2 + 1] = 1f - (diff - dt) / rt; Alpha[i * 2 + 1] = 1f - (diff - dt) / rt;