use RageSound::PlayCopy
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@@ -3,7 +3,6 @@
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#include "ActorUtil.h"
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#include "LuaManager.h"
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#include "XmlFile.h"
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#include "RageSoundManager.h"
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#include "RageUtil.h"
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REGISTER_ACTOR_CLASS_WITH_NAME( ActorSound, Sound )
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@@ -15,7 +14,7 @@ void ActorSound::Load( const RString &sPath )
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void ActorSound::Play()
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{
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SOUNDMAN->PlayCopyOfSound( m_Sound );
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m_Sound.PlayCopy();
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}
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void ActorSound::LoadFromNode( const XNode* pNode )
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@@ -3,7 +3,6 @@
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#include "RageSound.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "RageSoundManager.h"
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RandomSample::RandomSample()
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@@ -114,7 +113,7 @@ void RandomSample::PlayCopyOfRandom()
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int iIndexToPlay = GetNextToPlay();
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if( iIndexToPlay == -1 )
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return;
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SOUNDMAN->PlayCopyOfSound( *m_pSamples[iIndexToPlay] );
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m_pSamples[m_iIndexLastPlayed]->Stop();
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}
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void RandomSample::Stop()
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@@ -11,7 +11,6 @@
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#include "RageLog.h"
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#include <set>
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#include "Foreach.h"
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#include "RageSoundManager.h"
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#include "InputEventPlus.h"
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static const char *MenuDirNames[] = {
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@@ -733,7 +732,7 @@ void ScreenSelectMaster::MenuStart( const InputEventPlus &input )
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/* Play a copy of the sound, so it'll finish playing even if we leave the screen immediately. */
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if( mc.m_sSoundPath.empty() )
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SOUNDMAN->PlayCopyOfSound( m_soundStart );
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m_soundStart.PlayCopy();
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if( mc.m_sScreen.empty() )
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{
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