Allow for the Music Select preview music to be delayed when the screen starts.
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@@ -417,6 +417,7 @@ MusicWheelOffCommand=
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TimerSeconds=60
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ShowStyleIcon=true
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SampleMusicDelay=0.25
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SampleMusicDelayInit=0
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DoRouletteOnMenuTimer=true
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AlignMusicBeat=false
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Codes=""
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@@ -55,10 +55,12 @@ static RString g_sBannerPath;
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static bool g_bBannerWaiting = false;
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static bool g_bSampleMusicWaiting = false;
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static RageTimer g_StartedLoadingAt(RageZeroTimer);
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static RageTimer g_ScreenStartedLoadingAt(RageZeroTimer);
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REGISTER_SCREEN_CLASS( ScreenSelectMusic );
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void ScreenSelectMusic::Init()
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{
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g_ScreenStartedLoadingAt.Touch();
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if( PREFSMAN->m_sTestInitialScreen.Get() == m_sName )
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{
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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@@ -67,6 +69,7 @@ void ScreenSelectMusic::Init()
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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}
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SAMPLE_MUSIC_DELAY_INIT.Load( m_sName, "SampleMusicDelayInit" );
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SAMPLE_MUSIC_DELAY.Load( m_sName, "SampleMusicDelay" );
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SAMPLE_MUSIC_LOOPS.Load( m_sName, "SampleMusicLoops" );
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SAMPLE_MUSIC_FALLBACK_FADE_IN_SECONDS.Load( m_sName, "SampleMusicFallbackFadeInSeconds" );
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@@ -303,6 +306,9 @@ void ScreenSelectMusic::CheckBackgroundRequests( bool bForce )
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/* Nothing else is going. Start the music, if we haven't yet. */
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if( g_bSampleMusicWaiting )
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{
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if(g_ScreenStartedLoadingAt.Ago() < SAMPLE_MUSIC_DELAY_INIT)
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return;
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/* Don't start the music sample when moving fast. */
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if( g_StartedLoadingAt.Ago() < SAMPLE_MUSIC_DELAY && !bForce )
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return;
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@@ -71,6 +71,7 @@ protected:
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vector<Trail*> m_vpTrails;
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int m_iSelection[NUM_PLAYERS];
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ThemeMetric<float> SAMPLE_MUSIC_DELAY_INIT;
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ThemeMetric<float> SAMPLE_MUSIC_DELAY;
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ThemeMetric<bool> SAMPLE_MUSIC_LOOPS;
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ThemeMetric<float> SAMPLE_MUSIC_FALLBACK_FADE_IN_SECONDS;
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