Implement GlobalOffsetSeconds in GameState::UpdateSongPosition,
not TimingData. TimingData is a simple data structure, and shouldn't be affected by hardware tweaks. This is also easier to bypass in cases we don't want GlobalOffsetSeconds. Don't adjust assist tick by GlobalOffsetSeconds.
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@@ -491,7 +491,7 @@ void GameSoundManager::Update( float fDeltaTime )
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{
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/* There's no song playing. Fake it. */
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CHECKPOINT_M( ssprintf("%f, delta %f", GAMESTATE->m_fMusicSeconds, fDeltaTime) );
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GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Playing->m_Timing );
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GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSecondsNoOffset + fDeltaTime, g_Playing->m_Timing );
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return;
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}
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@@ -537,7 +537,7 @@ void GameSoundManager::Update( float fDeltaTime )
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{
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/* We're still waiting for the new sound to start playing, so keep using the
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* old timing data and fake the time. */
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GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Playing->m_Timing );
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GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSecondsNoOffset + fDeltaTime, g_Playing->m_Timing );
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}
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else
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{
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