cleanup
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@@ -86,7 +86,7 @@ struct MusicToPlay
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NoteData lights_data;
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NoteData lights_data;
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bool bForceLoop;
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bool bForceLoop;
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float fStartSecond, fLengthSeconds, fFadeLengthSeconds;
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float fStartSecond, fLengthSeconds, fFadeLengthSeconds;
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bool align_beat;
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bool bAlignBeat;
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MusicToPlay()
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MusicToPlay()
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{
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{
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HasTiming = false;
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HasTiming = false;
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@@ -156,7 +156,7 @@ static void StartMusic( MusicToPlay &ToPlay )
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NewMusic->m_Lights = ToPlay.lights_data;
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NewMusic->m_Lights = ToPlay.lights_data;
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}
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}
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if( ToPlay.align_beat && ToPlay.HasTiming && ToPlay.bForceLoop && ToPlay.fLengthSeconds != -1 )
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if( ToPlay.bAlignBeat && ToPlay.HasTiming && ToPlay.bForceLoop && ToPlay.fLengthSeconds != -1 )
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{
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{
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/* Extend the loop period so it always starts and ends on the same fractional
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/* Extend the loop period so it always starts and ends on the same fractional
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* beat. That is, if it starts on beat 1.5, and ends on beat 10.2, extend it
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* beat. That is, if it starts on beat 1.5, and ends on beat 10.2, extend it
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@@ -199,7 +199,7 @@ static void StartMusic( MusicToPlay &ToPlay )
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* start now. */
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* start now. */
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if( !g_Playing->m_bHasTiming && !g_UpdatingTimer )
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if( !g_Playing->m_bHasTiming && !g_UpdatingTimer )
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StartImmediately = true;
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StartImmediately = true;
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if( !ToPlay.align_beat )
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if( !ToPlay.bAlignBeat )
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StartImmediately = true;
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StartImmediately = true;
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RageTimer when; /* zero */
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RageTimer when; /* zero */
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@@ -664,7 +664,7 @@ void GameSoundManager::PlayMusic(
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ToPlay.fStartSecond = fStartSecond;
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ToPlay.fStartSecond = fStartSecond;
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ToPlay.fLengthSeconds = fLengthSeconds;
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ToPlay.fLengthSeconds = fLengthSeconds;
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ToPlay.fFadeLengthSeconds = sFadeLengthSeconds;
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ToPlay.fFadeLengthSeconds = sFadeLengthSeconds;
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ToPlay.align_beat = bAlignBeat;
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ToPlay.bAlignBeat = bAlignBeat;
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/* Add the MusicToPlay to the g_MusicsToPlay queue. */
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/* Add the MusicToPlay to the g_MusicsToPlay queue. */
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g_Mutex->Lock();
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g_Mutex->Lock();
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