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Inside the Sequence.prototype._reconstruct method, there is a weird piece of code. link
if(activePlayableHandle!==null){// Determining where to set the sequence's starting time so that the local time within// the active playable remains the samevarcurrentStartTime=this._getStartTime();vartimeInActiveAfter=this._time-activePlayable._getStartTime();varshift=timeInActiveBefore-timeInActiveAfter;this._startTime+=shift;}
Note how currentStartTime is being set by this._getStartTime() and then never gets used. "Instead" (or maybe they have no relation and I'm missing the point), on the next line activePlayable._getStartTime() is used.
One of two things seem to be true:
var currentStartTime = this._getStartTime(); can be removed, behavior remains equal.
activePlayable._getStartTime() should be replaced with currentStartTime, changing the behavior.
I have no idea which, but something's up here, and deserves attention.
The text was updated successfully, but these errors were encountered:
Inside the
Sequence.prototype._reconstruct
method, there is a weird piece of code. linkNote how
currentStartTime
is being set bythis._getStartTime()
and then never gets used. "Instead" (or maybe they have no relation and I'm missing the point), on the next lineactivePlayable._getStartTime()
is used.One of two things seem to be true:
var currentStartTime = this._getStartTime();
can be removed, behavior remains equal.activePlayable._getStartTime()
should be replaced withcurrentStartTime
, changing the behavior.I have no idea which, but something's up here, and deserves attention.
The text was updated successfully, but these errors were encountered: