Open xen-osd opened 1 year ago
This issue is actually related to, albeit not quite a duplicate of, #3; the skips aren't a consequence of song_step
, but rather the fact that we're streaming and decoding music data in realtime instead of preloading it. In fact, one of the things the game does is snap the playback head to where it's "expected" to be at the start of every phase, which is exactly the behavior that allowed song_step
to be implemented (and the way it's calculated means song_step = 0
should effectively act as a disabled state anyways).
Disabling the "playhead snap" when setting song_step to zero might be somewhat sensible here, but I think the snap makes it more likely to sync up than just letting the song play as-is.
While setting
song_step
to 32 does make the music in a level mostly seamless, over time the small skips compound into the song becoming entirely out of sync with the internal timing.