SetPlayerBalance -> GetPlayerBalance
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@@ -717,13 +717,13 @@ float GameSoundManager::GetPlayLatency() const
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return SOUNDMAN->GetPlayLatency();
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}
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void GameSoundManager::SetPlayerBalance( PlayerNumber pn, RageSoundParams ¶ms )
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float GameSoundManager::GetPlayerBalance( PlayerNumber pn )
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{
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/* If two players are active, play sounds on each players' side. */
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if( GAMESTATE->GetNumPlayersEnabled() == 2 )
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params.m_Balance = (pn == PLAYER_1)? -1.0f:1.0f;
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return (pn == PLAYER_1)? -1.0f:1.0f;
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else
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params.m_Balance = 0;
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return 0;
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}
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@@ -38,7 +38,7 @@ public:
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void HandleSongTimer( bool on=true );
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float GetFrameTimingAdjustment( float fDeltaTime );
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static void SetPlayerBalance( PlayerNumber pn, RageSoundParams ¶ms );
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static float GetPlayerBalance( PlayerNumber pn );
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// Lua
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void PushSelf( lua_State *L );
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@@ -310,7 +310,7 @@ void Player::Init(
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RageSoundParams p;
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GameSoundManager::SetPlayerBalance( pn, p );
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p.m_Balance = GameSoundManager::GetPlayerBalance( pn );
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m_soundMine.SetParams( p );
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m_soundAttackLaunch.SetParams( p );
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@@ -466,7 +466,7 @@ void Player::Load()
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m_vKeysounds.resize( pSong->m_vsKeysoundFile.size() );
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RageSoundParams p;
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GameSoundManager::SetPlayerBalance( pn, p );
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p.m_Balance = GameSoundManager::GetPlayerBalance( pn );
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for( unsigned i=0; i<m_vKeysounds.size(); i++ )
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{
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RString sKeysoundFilePath = sSongDir + pSong->m_vsKeysoundFile[i];
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