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@@ -627,27 +627,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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// printf( "m_fSongBeat = %f\n", GAMESTATE->m_fSongBeat );
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// printf( "m_fSongBeat = %f\n", GAMESTATE->m_fSongBeat );
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/*
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* Before the music starts, we have no song position, so set it toto
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* -1; if we leave it alone we'll get 0, which will cause movies to start
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* playing before the music starts.
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*
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* We really should be setting the beat to negative numbers before the song
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* starts, leading up to 0, but we need a separate time source to do that.
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* XXX: do this once we have a new sound infrastructure.
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if(!m_soundMusic.IsPlaying())
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GAMESTATE->m_fSongBeat = -1;
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Chris: Actually, RageSoundStream has a "fake" second counter built into
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it. If you set its position to a negative second and call Update() on it,
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it will count up as if was playing music.
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*/
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// LOG->Trace( "GAMESTATE->m_fMusicSeconds = %f", GAMESTATE->m_fMusicSeconds );
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//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
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//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
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