Prevent sound fade in/out from hitting assertion in fapproach
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@@ -554,7 +554,12 @@ void GameSoundManager::Update( float fDeltaTime )
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{
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case FADE_NONE: break;
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case FADE_OUT:
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fapproach( fVolume, g_fDimVolume, fDeltaTime/fFadeOutSpeed );
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if( fFadeOutSpeed > 0.0 ) {
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fapproach( fVolume, g_fDimVolume, fDeltaTime/fFadeOutSpeed );
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} else {
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// Treat an invalid fade speed as instant
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fVolume = g_fDimVolume;
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}
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if( std::abs(fVolume-g_fDimVolume) < 0.001f )
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g_FadeState = FADE_WAIT;
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break;
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@@ -564,7 +569,12 @@ void GameSoundManager::Update( float fDeltaTime )
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g_FadeState = FADE_IN;
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break;
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case FADE_IN:
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fapproach( fVolume, g_fOriginalVolume, fDeltaTime/fFadeInSpeed );
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if( fFadeInSpeed > 0.0 ) {
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fapproach( fVolume, g_fOriginalVolume, fDeltaTime/fFadeInSpeed );
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} else {
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// Treat an invalid fade speed as instant
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fVolume = g_fOriginalVolume;
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}
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if( std::abs(fVolume-g_fOriginalVolume) < 0.001f )
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g_FadeState = FADE_NONE;
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break;
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