simplify and correct. If Read (and ReadBlock) doesn't return as much data as requested, it may be because the rate is changing.
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@@ -370,29 +370,20 @@ int RageSoundReader_Chain::ReadBlock( int16_t *pBuffer, int iFrames )
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int RageSoundReader_Chain::Read( char *pBuffer, int iFrames )
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{
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int iTotalFramesRead = 0;
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/* If we have no sources, and no more sounds to play, EOF. */
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while( iFrames > 0 && (!m_apActiveSounds.empty() || m_iNextSound < m_aSounds.size()) )
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while( m_iNextSound < m_aSounds.size() && m_iCurrentFrame == m_aSounds[m_iNextSound].GetOffsetFrame(m_iActualSampleRate) )
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{
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int iFramesRead = ReadBlock( (int16_t *) pBuffer, iFrames );
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if( iFramesRead == -1 )
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return -1;
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m_iCurrentFrame += iFramesRead;
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iFrames -= iFramesRead;
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iTotalFramesRead += iFramesRead;
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pBuffer += iFramesRead * sizeof(int16_t) * m_iChannels;
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while( m_iNextSound < m_aSounds.size() && m_iCurrentFrame == m_aSounds[m_iNextSound].GetOffsetFrame(m_iActualSampleRate) )
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{
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Sound *pSound = &m_aSounds[m_iNextSound];
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ActivateSound( pSound );
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++m_iNextSound;
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}
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Sound *pSound = &m_aSounds[m_iNextSound];
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ActivateSound( pSound );
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++m_iNextSound;
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}
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return iTotalFramesRead;
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int iFramesRead = ReadBlock( (int16_t *) pBuffer, iFrames );
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if( iFramesRead == -1 )
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return -1;
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m_iCurrentFrame += iFramesRead;
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return iFramesRead;
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}
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int RageSoundReader_Chain::GetLength() const
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