Moving selection over roulette or section header doesn't stop previous sample music.
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@@ -37,7 +37,6 @@
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// MusicWheel stuff
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#define FADE_SECONDS THEME->GetMetricF("MusicWheel","FadeSeconds")
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#define SWITCH_SECONDS THEME->GetMetricF("MusicWheel","SwitchSeconds")
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#define SAMPLE_MUSIC_DELAY THEME->GetMetricF("MusicWheel","SampleMusicDelay")
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#define ROULETTE_SWITCH_SECONDS THEME->GetMetricF("MusicWheel","RouletteSwitchSeconds")
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#define ROULETTE_SLOW_DOWN_SWITCHES THEME->GetMetricI("MusicWheel","RouletteSlowDownSwitches")
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#define LOCKED_INITIAL_VELOCITY THEME->GetMetricF("MusicWheel","LockedInitialVelocity")
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@@ -299,8 +298,6 @@ MusicWheel::MusicWheel()
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m_soundLocked.Load( THEME->GetPathTo("Sounds","select music wheel locked") );
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m_fTimeLeftBeforePlayMusicSample = 0;
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// init m_mapGroupNameToBannerColor
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CArray<Song*, Song*> arraySongs;
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@@ -761,13 +758,6 @@ void MusicWheel::Update( float fDeltaTime )
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NextMusic( false ); // spin as fast as possible
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}
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if( m_fTimeLeftBeforePlayMusicSample > 0 )
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{
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m_fTimeLeftBeforePlayMusicSample -= fDeltaTime;
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if( m_fTimeLeftBeforePlayMusicSample < 0 )
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SCREENMAN->SendMessageToTopScreen( SM_PlaySongSample, 0 );
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}
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// update wheel state
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m_fTimeLeftInState -= fDeltaTime;
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if( m_fTimeLeftInState <= 0 ) // time to go to a new state
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@@ -836,11 +826,9 @@ void MusicWheel::Update( float fDeltaTime )
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}
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break;
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case STATE_FLYING_ON_AFTER_NEXT_SORT:
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SCREENMAN->SendMessageToTopScreen( SM_PlaySongSample, 0 );
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m_WheelState = STATE_SELECTING_MUSIC; // now, wait for input
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break;
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case STATE_TWEENING_ON_SCREEN:
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SCREENMAN->SendMessageToTopScreen( SM_PlaySongSample, 0 );
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m_fTimeLeftInState = 0;
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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{
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@@ -943,7 +931,7 @@ void MusicWheel::Update( float fDeltaTime )
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if( m_fPositionOffsetFromSelection < 0 )
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{
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m_fPositionOffsetFromSelection = 0;
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m_fTimeLeftBeforePlayMusicSample = SAMPLE_MUSIC_DELAY;
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// m_fTimeLeftBeforePlayMusicSample = SAMPLE_MUSIC_DELAY;
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}
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}
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else if( m_fPositionOffsetFromSelection < 0 )
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@@ -952,7 +940,7 @@ void MusicWheel::Update( float fDeltaTime )
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if( m_fPositionOffsetFromSelection > 0 )
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{
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m_fPositionOffsetFromSelection = 0;
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m_fTimeLeftBeforePlayMusicSample = SAMPLE_MUSIC_DELAY;
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// m_fTimeLeftBeforePlayMusicSample = SAMPLE_MUSIC_DELAY;
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}
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}
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}
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@@ -971,8 +959,6 @@ void MusicWheel::PrevMusic( bool bSendSongChangedMessage )
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if( fabsf(m_fPositionOffsetFromSelection) > 0.5f ) // wheel is busy spinning
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return;
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m_fTimeLeftBeforePlayMusicSample = 0;
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switch( m_WheelState )
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{
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case STATE_SELECTING_MUSIC:
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@@ -1016,8 +1002,6 @@ void MusicWheel::NextMusic( bool bSendSongChangedMessage )
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if( fabsf(m_fPositionOffsetFromSelection) > 0.5f ) // wheel is very busy spinning
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return;
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m_fTimeLeftBeforePlayMusicSample = 0;
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switch( m_WheelState )
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{
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case STATE_SELECTING_MUSIC:
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