move stuff over
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@@ -676,7 +676,7 @@ bool ScreenGameplay::PlayTicks() const
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bool bFreeze;
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// HACK: Play the sound a little bit early to account for the fact that the middle of the tick sounds occurs 0.015 seconds into playing.
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fPositionSeconds += (SOUND->GetPlayLatency()+g_fTickEarlySecondsCache) * m_soundMusic.GetPlaybackRate();
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fPositionSeconds += (SOUNDMAN->GetPlayLatency()+g_fTickEarlySecondsCache) * m_soundMusic.GetPlaybackRate();
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GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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@@ -887,7 +887,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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&& !m_Fade.IsClosing() )
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{
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m_soundMusic.StopPlaying();
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SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","insert coin") );
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
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::Sleep( 1000 ); // do a little pause, like the arcade does
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this->SendScreenMessage( SM_GoToTitleMenu, 0 );
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}
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@@ -994,7 +994,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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(DeviceI.device!=DEVICE_KEYBOARD && type==IET_FAST_REPEAT) )
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{
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m_DancingState = STATE_OUTRO;
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SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","menu back") );
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","menu back") );
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/* Hmm. There are a bunch of subtly different ways we can
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* tween out:
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* 1. Keep rendering the song, and keep it moving. This might
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@@ -1227,7 +1227,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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else
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{
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this->SendScreenMessage( SM_ShowCleared, 1 );
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("gameplay cleared") );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay cleared") );
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}
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}
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}
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@@ -1472,7 +1472,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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SCREENMAN->SendMessageToTopScreen( SM_GoToScreenAfterFail, 5.0f );
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break;
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case SM_PlayFailComment:
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
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break;
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case SM_GoToScreenAfterFail:
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