move start periods into metrics
This was originally derived from the transitions, to make the start times automatically work when people change transitions. That doesn't give enough control, though.
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@@ -339,6 +339,9 @@ void ScreenGameplay::Init()
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GIVE_UP_BACK_TEXT.Load( m_sName, "GiveUpBackText" );
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GIVE_UP_ABORTED_TEXT.Load( m_sName, "GiveUpAbortedText" );
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MUSIC_FADE_OUT_SECONDS.Load( m_sName, "MusicFadeOutSeconds" );
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MIN_SECONDS_TO_STEP.Load( m_sName, "MinSecondsToStep" );
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MIN_SECONDS_TO_MUSIC.Load( m_sName, "MinSecondsToMusic" );
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MIN_SECONDS_TO_STEP_NEXT_SONG.Load( m_sName, "MinSecondsToStepNextSong" );
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START_GIVES_UP.Load( m_sName, "StartGivesUp" );
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BACK_GIVES_UP.Load( m_sName, "BackGivesUp" );
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GIVING_UP_GOES_TO_PREV_SCREEN.Load( m_sName, "GivingUpGoesToPrevScreen" );
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@@ -1409,7 +1412,7 @@ void ScreenGameplay::BeginScreen()
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//
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if( GAMESTATE->m_bDemonstrationOrJukebox )
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{
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StartPlayingSong( 0, 0 ); // *kick* (no transitions)
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StartPlayingSong( MIN_SECONDS_TO_STEP, MIN_SECONDS_TO_MUSIC );
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}
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else if( NSMAN->useSMserver )
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{
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@@ -1435,20 +1438,7 @@ void ScreenGameplay::BeginScreen()
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}
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else
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{
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float fMinTimeToMusic = m_In.GetLengthSeconds(); // start of m_Ready
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float fMinTimeToNotes = fMinTimeToMusic + m_Ready.GetLengthSeconds() + m_Go.GetLengthSeconds()+2; // end of Go
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/*
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* Tell the music to start, but don't actually make any noise for
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* at least 2.5 (or 1.5) seconds. (This is so we scroll on screen smoothly.)
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*
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* This is only a minimum: the music might be started later, to meet
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* the minimum-time-to-notes value. If you're writing song data,
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* and you want to make sure we get ideal timing here, make sure there's
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* a bit of space at the beginning of the music with no steps.
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*/
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StartPlayingSong( fMinTimeToNotes, fMinTimeToMusic );
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StartPlayingSong( MIN_SECONDS_TO_STEP, MIN_SECONDS_TO_MUSIC );
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}
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}
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@@ -2413,9 +2403,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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m_NextSong.PlayCommand( "Finish" );
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m_NextSong.StartTransitioning( SM_None );
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/* We're fading in, so don't hit any notes for a few seconds; they'll be
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* obscured by the fade. */
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StartPlayingSong( m_NextSong.GetLengthSeconds()+2, 0 );
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StartPlayingSong( MIN_SECONDS_TO_STEP_NEXT_SONG, 0 );
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}
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else if( SM == SM_PlayToasty )
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{
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