flush sound after first update
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@@ -147,6 +147,8 @@ void ScreenManager::Update( float fDeltaTime )
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Screen* pScreen = m_ScreenStack.empty() ? NULL : GetTopScreen();
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Screen* pScreen = m_ScreenStack.empty() ? NULL : GetTopScreen();
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bool bFirstUpdate = pScreen && pScreen->IsFirstUpdate();
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/* Loading a new screen can take seconds and cause a big jump on the new
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/* Loading a new screen can take seconds and cause a big jump on the new
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* Screen's first update. Clamp the first update delta so that the
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* Screen's first update. Clamp the first update delta so that the
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* animations don't jump. */
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* animations don't jump. */
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@@ -164,6 +166,11 @@ void ScreenManager::Update( float fDeltaTime )
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m_SystemLayer->Update( fDeltaTime );
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m_SystemLayer->Update( fDeltaTime );
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/* The music may be started on the first update. If we're reading from a CD,
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* it might not start immediately. Make sure we start playing the sound before
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* continuing, since it's strange to start rendering before the music starts. */
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if( bFirstUpdate )
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SOUND->Flush();
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EmptyDeleteQueue();
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EmptyDeleteQueue();
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