clarify
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@@ -1295,18 +1295,19 @@ void ScreenGameplay::StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMu
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ASSERT( fMinTimeToNotes >= 0 );
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ASSERT( fMinTimeToNotes >= 0 );
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ASSERT( fMinTimeToMusic >= 0 );
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ASSERT( fMinTimeToMusic >= 0 );
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const float fFirstBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
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const float fFirstSecond = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( fFirstBeat );
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float fStartSecond = fFirstSecond - fMinTimeToNotes;
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fStartSecond = min( fStartSecond, -fMinTimeToMusic );
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m_pSoundMusic->SetProperty( "AccurateSync", true );
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m_pSoundMusic->SetProperty( "AccurateSync", true );
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RageSoundParams p;
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RageSoundParams p;
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p.m_fSpeed = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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p.m_fSpeed = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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p.StopMode = RageSoundParams::M_CONTINUE;
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p.StopMode = RageSoundParams::M_CONTINUE;
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p.m_StartSecond = fStartSecond;
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{
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const float fFirstBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
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const float fFirstSecond = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( fFirstBeat );
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float fStartDelay = fMinTimeToNotes - fFirstSecond;
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fStartDelay = max( fStartDelay, fMinTimeToMusic );
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p.m_StartSecond = -fStartDelay;
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}
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ASSERT( !m_pSoundMusic->IsPlaying() );
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ASSERT( !m_pSoundMusic->IsPlaying() );
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m_pSoundMusic->Play( &p );
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m_pSoundMusic->Play( &p );
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