Change: Different code for starting song in sync. It seems to work better, but it's still in progess.
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@@ -1135,10 +1135,6 @@ float ScreenGameplay::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusi
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p.StopMode = RageSoundParams::M_CONTINUE;
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p.m_StartSecond = fStartSecond;
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//Secondary (Precice) start request
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//used for syncing up songs.
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NSMAN->StartRequest(1);
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m_pSoundMusic->Play( &p );
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/* Make sure GAMESTATE->m_fMusicSeconds is set up. */
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@@ -1252,6 +1248,30 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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StartPlayingSong( 0, 0 ); // *kick* (no transitions)
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}
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else if ( NSMAN->useSMserver )
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{
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//If we're using networking, we must not have any
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//delay. If we do this can cause inconsistancy
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//on different computers and differet themes
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StartPlayingSong( 0, 0 );
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m_pSoundMusic->Stop();
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NSMAN->StartRequest(1);
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RageSoundParams p;
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p.AccurateSync = true;
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p.SetPlaybackRate( 1.0 ); //Force 1.0 playback speed
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p.StopMode = RageSoundParams::M_CONTINUE;
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p.m_StartSecond = 0.0;
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m_pSoundMusic->Play( &p );
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UpdateSongPosition(0);
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//We need to artifically trigger the sm_playeready so we can end game
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//We want to post so this happens only after we're done what we're doing.
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SCREENMAN->PostMessageToTopScreen( SM_PlayReady, 0.0 );
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}
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else
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{
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float fMinTimeToMusic = m_In.GetLengthSeconds(); // start of m_Ready
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