Reset the clock_ to 0 instead of 0.5
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@@ -349,16 +349,7 @@ void MovieTexture_Generic::UpdateFrame()
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if (decoder_->EndOfMovie() && loop_) {
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LOG->Trace("File \"%s\" looping", GetID().filename.c_str());
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decoder_->Rollover();
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// There's a gap in the audio when the music preview loops. This value
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// is dynamic based on the ending and starting beats (see
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// GameSoundManager.cpp::StartMusic).
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//
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// This means that the video will be off-sync during the loop, since
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// the movie texture doesn't have access to the SoundManager's offset.
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// Until it does, we can either freeze at the end of the video banner,
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// or give it a best effort approximation (0.5 seconds).
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clock_ = 0.5;
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clock_ = 0.0;
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}
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else if (decoder_->EndOfMovie()) {
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// At the end of the movie, and not looping.
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