It's fine to play tick/metronome for failed players.
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@@ -21,10 +21,6 @@ void GameplayAssist::PlayTicks( const NoteData &nd, const PlayerState *ps )
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if( !bClap && !bMetronome )
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if( !bClap && !bMetronome )
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return;
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return;
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// don't play sounds for dead players
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if( ps->m_HealthState == HealthState_Dead )
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return;
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/* Sound cards have a latency between when a sample is Play()ed and when the sound
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/* Sound cards have a latency between when a sample is Play()ed and when the sound
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* will start coming out the speaker. Compensate for this by boosting fPositionSeconds
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* will start coming out the speaker. Compensate for this by boosting fPositionSeconds
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* ahead. This is just to make sure that we request the sound early enough for it to
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* ahead. This is just to make sure that we request the sound early enough for it to
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