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From: Lasse Kärkkäi. <tr...@us...> - 2009-12-08 05:55:40
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Module: performous
Branch: master
Commit: 7e5daaba06d413f015d7cf6c894e681e4705974b
Author: Lasse Karkkainen <tro...@tr...>
Date: Tue Dec 8 07:49:13 2009 +0200
Bugfix: vocal input now starts at the beginning of the song instead of where the preview was playing
---
game/screen_sing.cc | 2 +-
1 files changed, 1 insertions(+), 1 deletions(-)
diff --git a/game/screen_sing.cc b/game/screen_sing.cc
index 8aa867d..d070d3d 100644
--- a/game/screen_sing.cc
+++ b/game/screen_sing.cc
@@ -54,7 +54,6 @@ void ScreenSing::enter() {
m_progress->dimensions.fixedWidth(0.4).left(-0.5).screenTop();
theme->timer.dimensions.screenTop(0.5 * m_progress->dimensions.h());
boost::ptr_vector<Analyzer>& analyzers = m_capture.analyzers();
- m_engine.reset(new Engine(m_audio, *m_song, analyzers.begin(), analyzers.end(), m_database));
m_layout_singer.reset(new LayoutSinger(*m_song, m_database, theme));
// I know some purists would hang me for this loop
if( !m_song->track_map.empty() ) {
@@ -92,6 +91,7 @@ void ScreenSing::enter() {
}
}
m_audio.playMusic(m_song->music, false, 0.0, m_instruments.empty() ? -1.0 : -8.0); // Startup delay for instruments is longer than for singing only
+ m_engine.reset(new Engine(m_audio, *m_song, analyzers.begin(), analyzers.end(), m_database));
}
void ScreenSing::instrumentLayout(double time) {
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