SOUND->GetPlayLatency -> SOUNDMAN->GetPlayLatency
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@@ -22,6 +22,7 @@
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#include "ScoreKeeperRave.h"
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#include "LyricsLoader.h"
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#include "ActorUtil.h"
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#include "RageSoundManager.h"
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#include "RageSoundReader.h"
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#include "RageTextureManager.h"
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#include "GameSoundManager.h"
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@@ -1406,7 +1407,7 @@ void ScreenGameplay::PlayTicks()
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* ahead. This is just to make sure that we request the sound early enough for it to
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* come out on time; the actual precise timing is handled by SetStartTime. */
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
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fPositionSeconds += SOUND->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
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fPositionSeconds += SOUNDMAN->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
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const float fSongBeat = GAMESTATE->m_pCurSong->m_Timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
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const int iSongRow = max( 0, BeatToNoteRowNotRounded( fSongBeat ) );
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