simplify (tracking down skips)
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@@ -220,9 +220,9 @@ static void StartMusic( MusicToPlay &ToPlay )
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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 - fCurSecond, fMaximumDistance );
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const float fDistance = min( fSecondToStartOn - GAMESTATE->m_fMusicSeconds, fMaximumDistance );
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when = GAMESTATE->m_LastBeatUpdate + PresumedLatency + fDistance;
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when = GAMESTATE->m_LastBeatUpdate + fDistance;
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}
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/* Important: don't hold the mutex while we load and seek the actual sound. */
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