remove unused PlayMusic overload
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@@ -533,37 +533,19 @@ CString GameSoundManager::GetMusicPath() const
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return g_Playing->m_Music->GetLoadedFilePath();
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}
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/* This function should not touch the disk at all. */
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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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void GameSoundManager::PlayMusic(
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const CString &file,
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const TimingData *pTiming,
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bool force_loop,
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float start_sec,
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float length_sec,
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float fade_len,
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bool align_beat )
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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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MusicToPlay ToPlay;
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ToPlay.file = file;
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ToPlay.force_loop = force_loop;
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ToPlay.start_sec = start_sec;
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ToPlay.length_sec = length_sec;
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ToPlay.fade_len = fade_len;
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ToPlay.timing_file = timing_file;
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ToPlay.align_beat = align_beat;
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/* If no timing file was specified, look for one in the same place as the music file. */
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if( ToPlay.timing_file == "" && file != "" )
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ToPlay.timing_file = SetExtension( file, "sm" );
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/* Add the MusicToPlay to the g_MusicsToPlay queue. */
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g_Mutex->Lock();
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g_MusicsToPlay.push_back( ToPlay );
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g_Mutex->Broadcast();
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g_Mutex->Unlock();
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}
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void GameSoundManager::PlayMusic( const CString &file, const TimingData *pTiming, bool force_loop, float start_sec, float length_sec, float fade_len, bool align_beat )
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{
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MusicToPlay ToPlay;
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ToPlay.file = file;
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if( pTiming )
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{
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@@ -571,7 +553,10 @@ void GameSoundManager::PlayMusic( const CString &file, const TimingData *pTiming
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ToPlay.timing_data = *pTiming;
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}
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else
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{
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/* If no timing file was specified, look for one in the same place as the music file. */
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ToPlay.timing_file = SetExtension( file, "sm" );
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}
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ToPlay.force_loop = force_loop;
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ToPlay.start_sec = start_sec;
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@@ -17,9 +17,14 @@ public:
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~GameSoundManager();
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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, const CString &timing_file, bool force_loop = false, float start_sec = 0, float length_sec = -1, float fade_len = 0, bool align_beat = true );
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void PlayMusic( const CString &file, const TimingData *pTiming, bool force_loop = false, float start_sec = 0, float length_sec = -1, float fade_len = 0, bool align_beat = true );
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void PlayMusic(
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const CString &file,
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const TimingData *pTiming = NULL,
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bool force_loop = false,
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float start_sec = 0,
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float length_sec = -1,
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float fade_len = 0,
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bool align_beat = true );
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void StopMusic() { PlayMusic(""); }
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void DimMusic( float fVolume, float fDurationSeconds );
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CString GetMusicPath() const;
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@@ -358,9 +358,12 @@ void MusicBannerWheel::PlayMusicSample()
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{
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SOUND->StopMusic();
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SOUND->PlayMusic(pSong->GetMusicPath(), true,
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SOUND->PlayMusic(
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pSong->GetMusicPath(),
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NULL,
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true,
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pSong->m_fMusicSampleStartSeconds,
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pSong->m_fMusicSampleLengthSeconds);
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pSong->m_fMusicSampleLengthSeconds );
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}
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}
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}
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@@ -751,7 +751,10 @@ void ScreenEdit::PlayTicks()
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void ScreenEdit::PlayPreviewMusic()
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{
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SOUND->PlayMusic("");
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SOUND->PlayMusic( m_pSong->GetMusicPath(), false,
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SOUND->PlayMusic(
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m_pSong->GetMusicPath(),
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NULL,
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false,
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m_pSong->m_fMusicSampleStartSeconds,
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m_pSong->m_fMusicSampleLengthSeconds,
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1.5f );
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@@ -557,9 +557,12 @@ void ScreenNetSelectMusic::MusicChanged()
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{
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SOUND->StopMusic();
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SOUND->PlayMusic(GAMESTATE->m_pCurSong->GetMusicPath(), true,
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SOUND->PlayMusic(
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GAMESTATE->m_pCurSong->GetMusicPath(),
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NULL,
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true,
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GAMESTATE->m_pCurSong->m_fMusicSampleStartSeconds,
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GAMESTATE->m_pCurSong->m_fMusicSampleLengthSeconds);
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GAMESTATE->m_pCurSong->m_fMusicSampleLengthSeconds );
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}
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}
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}
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