renaming RageSounds -> GameSoundManager; it's not low-level
This commit is contained in:
@@ -11,7 +11,7 @@
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#include "RageDisplay.h"
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#include "RageDisplay.h"
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#include "AnnouncerManager.h"
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#include "AnnouncerManager.h"
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RageSounds *SOUND = NULL;
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GameSoundManager *SOUND = NULL;
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/*
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/*
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* When playing music, automatically search for an SM file for timing data. If one is
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* When playing music, automatically search for an SM file for timing data. If one is
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@@ -299,7 +299,7 @@ int MusicThread_start( void *p )
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return 0;
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return 0;
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}
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}
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RageSounds::RageSounds()
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GameSoundManager::GameSoundManager()
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{
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{
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/* Init RageSoundMan first: */
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/* Init RageSoundMan first: */
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ASSERT( SOUNDMAN );
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ASSERT( SOUNDMAN );
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@@ -309,7 +309,7 @@ RageSounds::RageSounds()
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g_SoundsToPlayOnceFromAnnouncer.reserve( 16 );
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g_SoundsToPlayOnceFromAnnouncer.reserve( 16 );
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g_MusicsToPlay.reserve( 16 );
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g_MusicsToPlay.reserve( 16 );
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g_Mutex = new RageMutex("RageSounds");
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g_Mutex = new RageMutex("GameSoundManager");
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g_Playing = new MusicPlaying( new RageSound );
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g_Playing = new MusicPlaying( new RageSound );
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g_UpdatingTimer = false;
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g_UpdatingTimer = false;
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@@ -322,7 +322,7 @@ RageSounds::RageSounds()
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}
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}
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}
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}
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RageSounds::~RageSounds()
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GameSoundManager::~GameSoundManager()
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{
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{
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if( g_ThreadedMusicStart )
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if( g_ThreadedMusicStart )
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{
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{
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@@ -351,7 +351,7 @@ RageSounds::~RageSounds()
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delete pMusic;
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delete pMusic;
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}
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}
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float RageSounds::GetFrameTimingAdjustment( float fDeltaTime )
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float GameSoundManager::GetFrameTimingAdjustment( float fDeltaTime )
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{
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{
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/*
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/*
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* We get one update per frame, and we're updated early, almost immediately after vsync,
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* We get one update per frame, and we're updated early, almost immediately after vsync,
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@@ -386,7 +386,7 @@ float RageSounds::GetFrameTimingAdjustment( float fDeltaTime )
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return min( -fExtraDelay, 0 );
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return min( -fExtraDelay, 0 );
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}
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}
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void RageSounds::Update( float fDeltaTime )
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void GameSoundManager::Update( float fDeltaTime )
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{
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{
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LockMut( *g_Mutex );
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LockMut( *g_Mutex );
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@@ -450,14 +450,14 @@ void RageSounds::Update( float fDeltaTime )
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}
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}
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CString RageSounds::GetMusicPath() const
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CString GameSoundManager::GetMusicPath() const
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{
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{
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LockMut( *g_Mutex );
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LockMut( *g_Mutex );
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return g_Playing->m_Music->GetLoadedFilePath();
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return g_Playing->m_Music->GetLoadedFilePath();
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}
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}
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/* If g_ThreadedMusicStart, this function should not touch the disk at all. */
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/* If g_ThreadedMusicStart, this function should not touch the disk at all. */
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void RageSounds::PlayMusic( const CString &file, const CString &timing_file, bool force_loop, float start_sec, float length_sec, float fade_len, bool align_beat )
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void GameSoundManager::PlayMusic( const CString &file, const CString &timing_file, bool force_loop, float start_sec, float length_sec, float fade_len, bool align_beat )
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{
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{
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// LOG->Trace("play '%s' (current '%s')", file.c_str(), g_Playing->m_Music->GetLoadedFilePath().c_str());
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// LOG->Trace("play '%s' (current '%s')", file.c_str(), g_Playing->m_Music->GetLoadedFilePath().c_str());
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@@ -483,13 +483,13 @@ void RageSounds::PlayMusic( const CString &file, const CString &timing_file, boo
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StartQueuedSounds();
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StartQueuedSounds();
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}
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}
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void RageSounds::HandleSongTimer( bool on )
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void GameSoundManager::HandleSongTimer( bool on )
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{
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{
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LockMut( *g_Mutex );
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LockMut( *g_Mutex );
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g_UpdatingTimer = on;
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g_UpdatingTimer = on;
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}
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}
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void RageSounds::PlayOnce( CString sPath )
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void GameSoundManager::PlayOnce( CString sPath )
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{
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{
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/* Add the sound to the g_SoundsToPlayOnce queue. */
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/* Add the sound to the g_SoundsToPlayOnce queue. */
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CString *p = new CString( sPath );
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CString *p = new CString( sPath );
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@@ -500,7 +500,7 @@ void RageSounds::PlayOnce( CString sPath )
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StartQueuedSounds();
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StartQueuedSounds();
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}
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}
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void RageSounds::PlayOnceFromDir( CString PlayOnceFromDir )
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void GameSoundManager::PlayOnceFromDir( CString PlayOnceFromDir )
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{
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{
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/* Add the path to the g_SoundsToPlayOnceFromDir queue. */
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/* Add the path to the g_SoundsToPlayOnceFromDir queue. */
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CString *p = new CString( PlayOnceFromDir );
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CString *p = new CString( PlayOnceFromDir );
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@@ -511,7 +511,7 @@ void RageSounds::PlayOnceFromDir( CString PlayOnceFromDir )
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StartQueuedSounds();
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StartQueuedSounds();
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}
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}
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void RageSounds::PlayOnceFromAnnouncer( CString sFolderName )
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void GameSoundManager::PlayOnceFromAnnouncer( CString sFolderName )
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{
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{
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/* Add the path to the g_SoundsToPlayOnceFromDir queue. */
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/* Add the path to the g_SoundsToPlayOnceFromDir queue. */
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CString *p = new CString( sFolderName );
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CString *p = new CString( sFolderName );
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@@ -522,7 +522,7 @@ void RageSounds::PlayOnceFromAnnouncer( CString sFolderName )
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StartQueuedSounds();
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StartQueuedSounds();
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}
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}
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float RageSounds::GetPlayLatency() const
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float GameSoundManager::GetPlayLatency() const
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{
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{
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return SOUNDMAN->GetPlayLatency();
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return SOUNDMAN->GetPlayLatency();
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}
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}
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@@ -1,15 +1,15 @@
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/* RageSounds - High-level sound utilities. */
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/* GameSoundManager - High-level sound utilities. */
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#ifndef RAGE_SOUNDS_H
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#ifndef RAGE_SOUNDS_H
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#define RAGE_SOUNDS_H
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#define RAGE_SOUNDS_H
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class TimingData;
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class TimingData;
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class RageSound;
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class RageSound;
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class RageSounds
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class GameSoundManager
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{
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{
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public:
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public:
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RageSounds();
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GameSoundManager();
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~RageSounds();
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~GameSoundManager();
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void Update( float fDeltaTime );
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void Update( float fDeltaTime );
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void PlayMusic( const CString &file, bool force_loop = false, float start_sec = 0, float length_sec = -1, float fade_len = 0, bool align_beat = true ) { PlayMusic( file, "", force_loop, start_sec, length_sec, fade_len, align_beat ); }
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void PlayMusic( const CString &file, bool force_loop = false, float start_sec = 0, float length_sec = -1, float fade_len = 0, bool align_beat = true ) { PlayMusic( file, "", force_loop, start_sec, length_sec, fade_len, align_beat ); }
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@@ -26,7 +26,7 @@ public:
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float GetFrameTimingAdjustment( float fDeltaTime );
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float GetFrameTimingAdjustment( float fDeltaTime );
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};
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};
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extern RageSounds *SOUND;
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extern GameSoundManager *SOUND;
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#endif
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#endif
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/*
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/*
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@@ -1015,7 +1015,7 @@ int main(int argc, char* argv[])
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SOUNDMAN = new RageSoundManager;
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SOUNDMAN = new RageSoundManager;
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SOUNDMAN->Init( PREFSMAN->m_sSoundDrivers );
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SOUNDMAN->Init( PREFSMAN->m_sSoundDrivers );
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SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume );
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SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume );
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SOUND = new RageSounds;
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SOUND = new GameSoundManager;
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BOOKKEEPER = new Bookkeeper;
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BOOKKEEPER = new Bookkeeper;
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LIGHTSMAN = new LightsManager(PREFSMAN->m_sLightsDriver);
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LIGHTSMAN = new LightsManager(PREFSMAN->m_sLightsDriver);
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INPUTFILTER = new InputFilter;
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INPUTFILTER = new InputFilter;
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