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Fix: Original music playback rate was slightly too fast
Found a new tempo value experimentally. The new value gives a timing error of less than 0.01 second per minute.
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@ -525,8 +525,8 @@ struct MpsMachine {
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Channel channels[16]; ///< playback status for each MIDI channel
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std::vector<uint32> segments; ///< pointers into songdata to repeatable data segments
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int16 tempo_ticks; ///< ticker that increments when playing a frame, decrements before playing a frame
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int16 current_tempo; ///< threshold for actually playing a frame
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int16 initial_tempo; ///< starting tempo of song
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int16 current_tempo; ///< threshold for actually playing a frame
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int16 initial_tempo; ///< starting tempo of song
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bool shouldplayflag; ///< not-end-of-song flag
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static const int TEMPO_RATE;
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@ -787,10 +787,11 @@ struct MpsMachine {
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bool PlayInto()
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{
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/* Tempo seems to be handled as TEMPO_RATE = 148 ticks per second.
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* Use this as the tickdiv, and define the tempo to be one second (1M microseconds) per tickdiv.
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* Use this as the tickdiv, and define the tempo to be somewhat less than one second (1M microseconds) per quarter note.
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* This value was found experimentally to give a very close approximation of the correct playback speed.
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* MIDI software loading exported files will show a bogus tempo, but playback will be correct. */
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this->target.tickdiv = TEMPO_RATE;
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this->target.tempos.push_back(MidiFile::TempoChange(0, 1000000));
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this->target.tempos.push_back(MidiFile::TempoChange(0, 980500));
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/* Initialize playback simulation */
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this->RestartSong();
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