Whoever wrote this apparently thought the FLUSHING state had something to do with playing back the sound. Removing this fixed the bug where 'short' keysounds were clipped. And I guess I might as well fix a small typographical error in that comment.
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@@ -168,7 +168,7 @@ void RageSound_ALSA9::StartMixing(RageSoundBase *snd)
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}
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/* Place the sound in SETUP, where nobody else will touch it, until we put it
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* in FLUSHING or PLAYING below. */
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* in PLAYING below. */
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stream_pool[i]->state = stream::SETUP;
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m_InactiveSoundMutex.Unlock();
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@@ -186,16 +186,9 @@ void RageSound_ALSA9::StartMixing(RageSoundBase *snd)
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stream_pool[i]->pcm->Play();
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/* If bEOF is true, we actually finished the whole file in the prebuffering
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* GetData call above, and the sound should go straight to FLUSHING. Otherwise,
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* set PLAYING. */
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if( bEOF )
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{
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stream_pool[i]->state = stream_pool[i]->FLUSHING;
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stream_pool[i]->flush_pos = stream_pool[i]->pcm->GetPosition();
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}
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else
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stream_pool[i]->state = stream_pool[i]->PLAYING;
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// Forget what was here before. Go straight to PLAYING; every sound is
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// supposed to be heard in full.
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stream_pool[i]->state = stream_pool[i]->PLAYING;
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}
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void RageSound_ALSA9::Update(float delta)
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@@ -210,7 +203,7 @@ void RageSound_ALSA9::Update(float delta)
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stream_pool[i]->snd->SoundIsFinishedPlaying();
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stream_pool[i]->snd = NULL;
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/* Once we do this, the sound is once available for use; we must lock
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/* Once we do this, the sound is once again available for use; we must lock
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* m_InactiveSoundMutex to take it out of INACTIVE again. */
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stream_pool[i]->state = stream_pool[i]->INACTIVE;
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}
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