remove GameSoundManager::GetPlayLatency
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@@ -205,7 +205,7 @@ static void StartMusic( MusicToPlay &ToPlay )
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/* GetPlayLatency returns the minimum time until a sound starts. That's
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/* GetPlayLatency returns the minimum time until a sound starts. That's
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* common when starting a precached sound, but our sound isn't, so it'll
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* common when starting a precached sound, but our sound isn't, so it'll
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* probably take a little longer. Nudge the latency up. */
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* probably take a little longer. Nudge the latency up. */
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const float fPresumedLatency = SOUND->GetPlayLatency() + 0.040f;
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const float fPresumedLatency = SOUNDMAN->GetPlayLatency() + 0.040f;
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const float fCurSecond = GAMESTATE->m_fMusicSeconds + fPresumedLatency;
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const float fCurSecond = GAMESTATE->m_fMusicSeconds + fPresumedLatency;
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const float fCurBeat = g_Playing->m_Timing.GetBeatFromElapsedTimeNoOffset( fCurSecond );
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const float fCurBeat = g_Playing->m_Timing.GetBeatFromElapsedTimeNoOffset( fCurSecond );
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@@ -715,11 +715,6 @@ void GameSoundManager::PlayOnceFromAnnouncer( RString sPath )
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g_Mutex->Unlock();
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g_Mutex->Unlock();
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}
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}
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float GameSoundManager::GetPlayLatency() const
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{
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return SOUNDMAN->GetPlayLatency();
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}
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float GameSoundManager::GetPlayerBalance( PlayerNumber pn )
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float GameSoundManager::GetPlayerBalance( PlayerNumber pn )
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{
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{
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/* If two players are active, play sounds on each players' side. */
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/* If two players are active, play sounds on each players' side. */
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@@ -33,7 +33,6 @@ public:
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void PlayOnceFromDir( RString sDir );
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void PlayOnceFromDir( RString sDir );
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void PlayOnceFromAnnouncer( RString sFolderName );
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void PlayOnceFromAnnouncer( RString sFolderName );
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float GetPlayLatency() const;
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void HandleSongTimer( bool on=true );
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void HandleSongTimer( bool on=true );
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float GetFrameTimingAdjustment( float fDeltaTime );
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float GetFrameTimingAdjustment( float fDeltaTime );
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