split out LoadAutoplaySoundsInto
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@@ -29,20 +29,12 @@ void AutoKeysounds::Load( PlayerNumber pn, const NoteData& ndAutoKeysoundsOnly )
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m_ndAutoKeysoundsOnly[pn] = ndAutoKeysoundsOnly;
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}
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void AutoKeysounds::FinishLoading()
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void AutoKeysounds::LoadAutoplaySoundsInto( RageSoundReader_Chain *pChain )
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{
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m_sSound.Unload();
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/* Load the BGM. */
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RageSoundReader_Chain *pChain = new RageSoundReader_Chain;
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Song* pSong = GAMESTATE->m_pCurSong;
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pChain->SetPreferredSampleRate( SOUNDMAN->GetDriverSampleRate(44100) );
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pChain->AddSound( pChain->LoadSound(pSong->GetMusicPath()), 0, 0 );
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//
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// Load sounds.
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//
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Song* pSong = GAMESTATE->m_pCurSong;
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RString sSongDir = pSong->GetSongDir();
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/*
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m_vKeysounds.clear();
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@@ -122,7 +114,21 @@ void AutoKeysounds::FinishLoading()
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}
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}
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}
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}
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void AutoKeysounds::FinishLoading()
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{
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m_sSound.Unload();
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/* Load the BGM. */
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RageSoundReader_Chain *pChain = new RageSoundReader_Chain;
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Song* pSong = GAMESTATE->m_pCurSong;
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pChain->SetPreferredSampleRate( SOUNDMAN->GetDriverSampleRate(44100) );
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pChain->AddSound( pChain->LoadSound(pSong->GetMusicPath()), 0, 0 );
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LoadAutoplaySoundsInto( pChain );
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pChain->Finish();
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/* Load a pitch shifter for the whole sound. */
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