remove unused
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@@ -66,7 +66,6 @@ RageSound::RageSound():
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m_pSource = NULL;
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m_pSource = NULL;
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m_iStreamFrame = 0;
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m_iStreamFrame = 0;
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m_iSourceFrame = 0;
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m_iStoppedSourceFrame = 0;
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m_iStoppedSourceFrame = 0;
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m_iMaxDriverFrame = 0;
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m_iMaxDriverFrame = 0;
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m_bPlaying = false;
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m_bPlaying = false;
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@@ -108,7 +107,6 @@ RageSound &RageSound::operator=( const RageSound &cpy )
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m_Param = cpy.m_Param;
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m_Param = cpy.m_Param;
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m_iStreamFrame = cpy.m_iStreamFrame;
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m_iStreamFrame = cpy.m_iStreamFrame;
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m_iSourceFrame = cpy.m_iSourceFrame;
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m_iStoppedSourceFrame = cpy.m_iStoppedSourceFrame;
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m_iStoppedSourceFrame = cpy.m_iStoppedSourceFrame;
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m_iMaxDriverFrame = 0;
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m_iMaxDriverFrame = 0;
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m_bPlaying = false;
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m_bPlaying = false;
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@@ -244,7 +242,7 @@ void RageSound::LoadSoundReader( RageSoundReader *pSound )
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{
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{
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Unload();
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Unload();
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m_iStreamFrame = m_iSourceFrame = m_iStoppedSourceFrame = 0;
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m_iStreamFrame = m_iStoppedSourceFrame = 0;
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const int iNeededRate = SOUNDMAN->GetDriverSampleRate();
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const int iNeededRate = SOUNDMAN->GetDriverSampleRate();
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bool bSupportRateChange = false;
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bool bSupportRateChange = false;
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@@ -285,7 +283,6 @@ int RageSound::GetData( char *pBuffer, int iFrames )
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m_Mutex.Unlock();
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m_Mutex.Unlock();
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m_iStreamFrame += iGotFrames;
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m_iStreamFrame += iGotFrames;
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m_iSourceFrame = iSourceFrame + lrintf(iGotFrames * fRate);
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return iGotFrames;
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return iGotFrames;
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}
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}
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@@ -579,7 +576,6 @@ bool RageSound::SetPositionFrames( int iFrames )
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return false; /* failed */
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return false; /* failed */
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}
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}
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m_iSourceFrame = iFrames;
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m_iStoppedSourceFrame = iFrames;
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m_iStoppedSourceFrame = iFrames;
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if( iRet == 0 )
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if( iRet == 0 )
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@@ -163,10 +163,6 @@ private:
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* until it becomes positive. */
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* until it becomes positive. */
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int64_t m_iStreamFrame;
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int64_t m_iStreamFrame;
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/* When the position is outside of the source (eg. < 0), we need to track the
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* effective source frame ourself. */
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int m_iSourceFrame;
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/* Hack: When we stop a playing sound, we can't ask the driver the position
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/* Hack: When we stop a playing sound, we can't ask the driver the position
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* (we're not playing); and we can't seek back to the current playing position
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* (we're not playing); and we can't seek back to the current playing position
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* when we stop (too slow), but we want to be able to report the position we
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* when we stop (too slow), but we want to be able to report the position we
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