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+17
-8
@@ -206,7 +206,7 @@ void Actor::Update( float fDeltaTime )
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void Actor::BeginTweening( float time, TweenType tt )
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{
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StopTweening();
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StopTweening(); // cancel current tweens
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BeginTweeningQueued( time, tt );
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}
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@@ -214,16 +214,25 @@ void Actor::BeginTweeningQueued( float time, TweenType tt )
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{
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ASSERT( time > 0 );
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// add a new TweenState to the tail, and initialize it
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m_QueuedTweens.Add( TweenState() );
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TweenState &TS = m_QueuedTweens[m_QueuedTweens.GetSize()-1];
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// set our tween starting and ending values to the current position
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TS.m_end_pos = m_pos;
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TS.m_end_scale = m_scale;
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TS.m_end_rotation = m_rotation;
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for(int i=0; i<4; i++) TS.m_end_colorDiffuse[i] = m_colorDiffuse[i];
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TS.m_end_colorAdd = m_colorAdd;
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if( m_QueuedTweens.GetSize() >= 2 ) // if there was already a TS on the stack
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{
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// initialize the new TS from the last TS in the list
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TS = m_QueuedTweens[m_QueuedTweens.GetSize()-2];
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}
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else
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{
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// This new TS is the only TS.
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// Set our tween starting and ending values to the current position.
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TS.m_end_pos = m_pos;
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TS.m_end_scale = m_scale;
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TS.m_end_rotation = m_rotation;
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for(int i=0; i<4; i++) TS.m_end_colorDiffuse[i] = m_colorDiffuse[i];
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TS.m_end_colorAdd = m_colorAdd;
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}
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TS.m_TweenType = tt;
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TS.m_fTweenTime = time;
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@@ -54,10 +54,6 @@ Player::Player()
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this->AddActor( &m_Combo );
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this->AddActor( &m_LifeMeter );
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this->AddActor( &m_Score );
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// assist
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m_soundAssistTick.Load( THEME->GetPathTo(SOUND_ASSIST) );
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}
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@@ -249,11 +245,6 @@ void Player::RenderPrimitives()
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m_Score.Draw();
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}
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void Player::CrossedIndex( int iIndex )
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{
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}
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bool Player::IsThereANoteAtIndex( int iIndex )
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@@ -268,13 +259,10 @@ void Player::HandlePlayerStep( float fSongBeat, TapStep player_step, float fMaxB
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{
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//RageLog( "Player::HandlePlayerStep()" );
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// update gray arrows
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int iColumnNum = m_Style.TapStepToColumnNumber( player_step );
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// For single player and two player, iColumnNum will be 4/5 or 8/9/10/11 for
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// up-left and up-right hits. Seemed this was the simplest way to ignore them in game.
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if (iColumnNum >= m_Style.m_iNumColumns)
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return;
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if( iColumnNum == -1 ) // if this TapStep is not used in the current Style
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return; // ignore the step
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m_GrayArrows.Step( iColumnNum );
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CheckForCompleteStep( fSongBeat, player_step, fMaxBeatDiff );
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@@ -82,8 +82,6 @@ protected:
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LifeMeterPills m_LifeMeter;
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ScoreDisplayRollingWithFrame m_Score;
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SoundSet m_soundAssistTick;
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};
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@@ -22,6 +22,7 @@ LPRageSound SOUND = NULL;
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RageSound::RageSound( HWND hWnd )
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{
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RageLog( "RageSound::RageSound()" );
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// save the HWND
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if( !hWnd )
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RageError( "RageSound called with NULL hWnd." );
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@@ -30,7 +31,7 @@ RageSound::RageSound( HWND hWnd )
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if( BASS_GetVersion() != MAKELONG(1,3) )
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RageError( "BASS version 1.3 DLL could not be loaded. Verify that Bass.dll exists in the program directory.");
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if( !BASS_Init( -1, 44100, BASS_DEVICE_LEAVEVOL, m_hWndApp ) )
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if( !BASS_Init( -1, 44100, BASS_DEVICE_LEAVEVOL|BASS_DEVICE_LATENCY, m_hWndApp ) )
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{
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RageError(
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"There was an error while initializing your sound card.\n\n"
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@@ -42,6 +43,29 @@ RageSound::RageSound( HWND hWnd )
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}
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BASS_Start();
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ZeroMemory( &m_info, sizeof(m_info) );
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m_info.size = sizeof(m_info);
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BASS_GetInfo( &m_info );
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RageLog(
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"Sound card info:\n"
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" - play latency is %u ms\n"
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" - total device hardware memory is %u bytes\n"
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" - free device hardware memory is %u bytes\n"
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" - number of free sample slots in the hardware is %u\n"
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" - number of free 3D sample slots in the hardware is %u\n"
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" - min sample rate supported by the hardware is %u\n"
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" - max sample rate supported by the hardware is %u",
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m_info.latency,
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m_info.hwsize,
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m_info.hwfree,
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m_info.freesam,
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m_info.free3d,
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m_info.minrate,
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m_info.maxrate
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);
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}
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RageSound::~RageSound()
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@@ -25,10 +25,11 @@ public:
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RageSound( HWND hWnd );
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~RageSound();
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float GetPlayLatency() { return m_info.latency / 1000.0f; };
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private:
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HWND m_hWndApp; // this is set on GRAPHICS_Create()
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BASS_INFO m_info;
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};
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@@ -26,16 +26,13 @@ struct Style
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int TapStepToColumnNumber( TapStep tap_step )
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{
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//for (int i=0; i<m_iNumColumns; i++)
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for( int i=0; i<MAX_NUM_COLUMNS; i++ )
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// Switched to MAX_NUM_COLUMNS so up-left and up-right don't cause ASSERT(false)
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// Player.HandelPlayerStep will ignore up-left and up-right if it needs.
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for (int i=0; i<m_iNumColumns; i++)
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{
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if( m_ColumnToTapStep[i] == tap_step )
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return i;
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}
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ASSERT( false );
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return -1;
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return -1; // the TapStep is not used in this style
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};
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};
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@@ -26,7 +26,6 @@ CString ThemeManager::ElementToAssetPath( ThemeElement te )
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case GRAPHIC_TITLE_MENU_BACKGROUND: sAssetPath = "Graphics\\title menu background"; break;
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case GRAPHIC_SELECT_STYLE_BACKGROUND: sAssetPath = "Graphics\\select style background"; break;
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case GRAPHIC_SELECT_MUSIC_BACKGROUND: sAssetPath = "Graphics\\select music background"; break;
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case GRAPHIC_OPTIONS_BACKGROUND: sAssetPath = "Graphics\\options background"; break;
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case GRAPHIC_RESULT_BACKGROUND: sAssetPath = "Graphics\\result background"; break;
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case GRAPHIC_SELECT_STYLE_TOP_EDGE: sAssetPath = "Graphics\\select style top edge"; break;
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case GRAPHIC_SELECT_MUSIC_TOP_EDGE: sAssetPath = "Graphics\\select music top edge"; break;
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@@ -75,6 +74,11 @@ CString ThemeManager::ElementToAssetPath( ThemeElement te )
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case GRAPHIC_ARROWS_RIGHT: sAssetPath = "Graphics\\arrows right 1x4"; break;
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case GRAPHIC_EDIT_BACKGROUND: sAssetPath = "Graphics\\edit background"; break;
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case GRAPHIC_EDIT_SNAP_INDICATOR: sAssetPath = "Graphics\\edit snap indicator"; break;
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case GRAPHIC_GAME_OPTIONS_BACKGROUND: sAssetPath = "Graphics\\game options background"; break;
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case GRAPHIC_PLAYER_OPTIONS_BACKGROUND: sAssetPath = "Graphics\\player options background"; break;
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case GRAPHIC_MUSIC_OPTIONS_BACKGROUND: sAssetPath = "Graphics\\music options background"; break;
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case GRAPHIC_SYNCHRONIZE_BACKGROUND: sAssetPath = "Graphics\\synchronize background"; break;
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case GRAPHIC_SYNCHRONIZE_TOP_EDGE: sAssetPath = "Graphics\\synchronize top edge"; break;
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case SOUND_FAILED: sAssetPath = "Sounds\\failed"; break;
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case SOUND_ASSIST: sAssetPath = "Sounds\\Assist"; break;
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@@ -21,7 +21,6 @@ enum ThemeElement {
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GRAPHIC_TITLE_MENU_BACKGROUND,
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GRAPHIC_SELECT_STYLE_BACKGROUND,
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GRAPHIC_SELECT_MUSIC_BACKGROUND,
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GRAPHIC_OPTIONS_BACKGROUND,
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GRAPHIC_RESULT_BACKGROUND,
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GRAPHIC_SELECT_STYLE_TOP_EDGE,
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GRAPHIC_SELECT_MUSIC_TOP_EDGE,
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@@ -70,6 +69,11 @@ enum ThemeElement {
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GRAPHIC_ARROWS_RIGHT,
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GRAPHIC_EDIT_BACKGROUND,
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GRAPHIC_EDIT_SNAP_INDICATOR,
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GRAPHIC_GAME_OPTIONS_BACKGROUND,
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GRAPHIC_PLAYER_OPTIONS_BACKGROUND,
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GRAPHIC_MUSIC_OPTIONS_BACKGROUND,
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GRAPHIC_SYNCHRONIZE_BACKGROUND,
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GRAPHIC_SYNCHRONIZE_TOP_EDGE,
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SOUND_FAILED,
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SOUND_ASSIST,
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