Add an option to force preloading. This only preloads sounds
that are loaded in advance, which excludes sample music and some announcers. Disable "sound volume". That's not what that variable is for; setting it to higher values will result in clipping on a lot of hardware, causing people to report it as a "bug" (which it's not). Setting it to lower values results in lower quality sound. To do this correctly, we'd need to add an interface for accessing the real hardware mixer volume, which I don't really want to do right now ...
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@@ -107,7 +107,10 @@ PrefsManager::PrefsManager()
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m_sSoundDrivers = DEFAULT_SOUND_DRIVER_LIST;
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m_fSoundVolume = DEFAULT_SOUND_VOLUME;
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/* This is experimental: let's see if preloading helps people's skipping.
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* If it doesn't do anything useful, it'll be removed. */
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m_bSoundPreloadAll = false;
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m_bAllowSoftwareRenderer = false;
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m_sDefaultNoteSkin = "default";
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@@ -171,6 +174,7 @@ void PrefsManager::ReadGlobalPrefsFromDisk( bool bSwitchToLastPlayedGame )
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ini.GetValueB( "Options", "EasterEggs", m_bEasterEggs );
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ini.GetValueB( "Options", "MarvelousTiming", m_bMarvelousTiming );
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ini.GetValueF( "Options", "SoundVolume", m_fSoundVolume );
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ini.GetValueB( "Options", "SoundPreloadAll", m_bSoundPreloadAll );
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ini.GetValueI( "Options", "CoinMode", (int&)m_CoinMode );
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ini.GetValueI( "Options", "CoinsPerCredit", m_iCoinsPerCredit );
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ini.GetValueB( "Options", "JointPremium", m_bJointPremium );
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@@ -250,6 +254,7 @@ void PrefsManager::SaveGlobalPrefsToDisk()
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ini.SetValueB( "Options", "ChangeBannersWhenFast", m_bChangeBannersWhenFast );
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ini.SetValueB( "Options", "EasterEggs", m_bEasterEggs );
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ini.SetValueB( "Options", "MarvelousTiming", m_bMarvelousTiming );
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ini.SetValueB( "Options", "SoundPreloadAll", m_bSoundPreloadAll );
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ini.SetValueI( "Options", "CoinMode", (int&)m_CoinMode );
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ini.SetValueI( "Options", "CoinsPerCredit", m_iCoinsPerCredit );
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ini.SetValueB( "Options", "JointPremium", m_bJointPremium );
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