bass wrapper isn't working for the editor; easier to convert the editor
to the new api than to fix the wrapper
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@@ -291,7 +291,8 @@ ScreenEdit::ScreenEdit()
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m_soundInvalid.Load( THEME->GetPathTo("Sounds","menu invalid") );
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m_soundMusic.Load( m_pSong->GetMusicPath(), true ); // enable accurate sync
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m_soundMusic.Load(m_pSong->GetMusicPath());
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m_soundMusic.SetAccurateSync(true);
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m_soundAssistTick.Load( THEME->GetPathTo("Sounds","gameplay assist tick") );
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@@ -321,7 +322,7 @@ ScreenEdit::ScreenEdit()
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ScreenEdit::~ScreenEdit()
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{
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LOG->Trace( "ScreenEdit::~ScreenEdit()" );
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m_soundMusic.Stop();
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m_soundMusic.StopPlaying();
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}
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// play assist ticks
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@@ -358,8 +359,6 @@ bool ScreenEdit::PlayTicks() const
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void ScreenEdit::Update( float fDeltaTime )
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{
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m_soundMusic.Update( fDeltaTime );
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float fPositionSeconds = m_soundMusic.GetPositionSeconds();
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float fSongBeat, fBPS;
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bool bFreeze;
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@@ -957,8 +956,8 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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GAMESTATE->m_fSongBeat = m_NoteFieldEdit.m_fBeginMarker - 4; // give a 1 measure lead-in
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float fStartSeconds = m_pSong->GetElapsedTimeFromBeat(GAMESTATE->m_fSongBeat) ;
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m_soundMusic.SetPositionSeconds( fStartSeconds );
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m_soundMusic.Play();
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m_soundMusic.SetPlaybackRate( GAMESTATE->m_SongOptions.m_fMusicRate );
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m_soundMusic.StartPlaying();
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}
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break;
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case SDLK_t:
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@@ -1394,7 +1393,7 @@ void ScreenEdit::InputPlay( const DeviceInput& DeviceI, const InputEventType typ
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void ScreenEdit::TransitionToEdit()
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{
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m_EditMode = MODE_EDITING;
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m_soundMusic.Stop();
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m_soundMusic.StopPlaying();
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m_rectRecordBack.StopTweening();
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m_rectRecordBack.BeginTweening( 0.5f );
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m_rectRecordBack.SetTweenDiffuse( RageColor(0,0,0,0) );
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