simplify (tracking down skips)
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@@ -209,15 +209,15 @@ static void StartMusic( MusicToPlay &ToPlay )
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const float PresumedLatency = SOUND->GetPlayLatency() + 0.040f;
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const float fCurSecond = GAMESTATE->m_fMusicSeconds + PresumedLatency;
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const float fCurBeat = g_Playing->m_Timing.GetBeatFromElapsedTime( fCurSecond );
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const float fCurBeatFraction = fmodfp( fCurBeat,1 );
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/* The beat that the new sound will start on. */
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const float fStartBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTime( ToPlay.start_sec );
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float fStartBeatFraction = fmodfp( fStartBeat, 1 );
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if( fStartBeatFraction < fCurBeatFraction )
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fStartBeatFraction += 1.0f; /* unwrap */
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const float fStartBeatFraction = fmodfp( fStartBeat, 1 );
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float fCurBeatToStartOn = truncf(fCurBeat) + fStartBeatFraction;
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if( fCurBeatToStartOn < fCurBeat )
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fCurBeatToStartOn += 1.0f;
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const float fCurBeatToStartOn = truncf(fCurBeat) + fStartBeatFraction;
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const float fSecondToStartOn = g_Playing->m_Timing.GetElapsedTimeFromBeat( fCurBeatToStartOn );
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const float fMaximumDistance = 2;
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const float fDistance = min( fSecondToStartOn - GAMESTATE->m_fMusicSeconds, fMaximumDistance );
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