Direction dir = get_grob_direction (me);
Real y = head_positions[dir]
- + dir * get_beam_translation (me) * multiplicity.length () / 2;
+ * 0.5 * Staff_symbol_referencer::staff_space (me)
+ + dir * get_beam_translation (me) * (multiplicity.length () + 1);
+ y /= Staff_symbol_referencer::staff_space (me);
return Interval (y,y);
}