cleanup
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@@ -80,10 +80,10 @@ vector<RString> g_SoundsToPlayOnceFromAnnouncer;
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struct MusicToPlay
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{
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RString m_sFile, timing_file;
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RString m_sFile, m_sTimingFile;
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bool HasTiming;
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TimingData timing_data;
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NoteData lights_data;
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TimingData m_TimingData;
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NoteData m_LightsData;
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bool bForceLoop;
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float fStartSecond, fLengthSeconds, fFadeLengthSeconds;
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bool bAlignBeat;
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@@ -134,26 +134,26 @@ static void StartMusic( MusicToPlay &ToPlay )
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NewMusic->m_Lights = g_Playing->m_Lights;
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/* See if we can find timing data, if it's not already loaded. */
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if( !ToPlay.HasTiming && IsAFile(ToPlay.timing_file) )
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if( !ToPlay.HasTiming && IsAFile(ToPlay.m_sTimingFile) )
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{
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LOG->Trace("Found '%s'", ToPlay.timing_file.c_str());
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LOG->Trace( "Found '%s'", ToPlay.m_sTimingFile.c_str() );
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Song song;
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SMLoader sml;
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if( sml.LoadFromSMFile( ToPlay.timing_file, song ) )
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if( sml.LoadFromSMFile( ToPlay.m_sTimingFile, song ) )
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{
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ToPlay.HasTiming = true;
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ToPlay.timing_data = song.m_Timing;
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ToPlay.m_TimingData = song.m_Timing;
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// get cabinet lights if any
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Steps *pStepsCabinetLights = SongUtil::GetOneSteps( &song, STEPS_TYPE_LIGHTS_CABINET );
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if( pStepsCabinetLights )
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pStepsCabinetLights->GetNoteData( ToPlay.lights_data );
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pStepsCabinetLights->GetNoteData( ToPlay.m_LightsData );
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}
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}
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if( ToPlay.HasTiming )
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{
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NewMusic->m_NewTiming = ToPlay.timing_data;
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NewMusic->m_Lights = ToPlay.lights_data;
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NewMusic->m_NewTiming = ToPlay.m_TimingData;
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NewMusic->m_Lights = ToPlay.m_LightsData;
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}
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if( ToPlay.bAlignBeat && ToPlay.HasTiming && ToPlay.bForceLoop && ToPlay.fLengthSeconds != -1 )
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@@ -232,7 +232,7 @@ static void StartMusic( MusicToPlay &ToPlay )
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{
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NewMusic->m_bHasTiming = ToPlay.HasTiming;
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if( ToPlay.HasTiming )
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NewMusic->m_NewTiming = ToPlay.timing_data;
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NewMusic->m_NewTiming = ToPlay.m_TimingData;
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NewMusic->m_bTimingDelayed = true;
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// NewMusic->m_Music->Load( ToPlay.m_sFile, false );
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@@ -644,12 +644,12 @@ void GameSoundManager::PlayMusic(
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if( pTiming )
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{
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ToPlay.HasTiming = true;
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ToPlay.timing_data = *pTiming;
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ToPlay.m_TimingData = *pTiming;
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}
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else
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{
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/* If no timing file was specified, look for one in the same place as the music file. */
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ToPlay.timing_file = SetExtension( sFile, "sm" );
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ToPlay.m_sTimingFile = SetExtension( sFile, "sm" );
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}
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ToPlay.bForceLoop = bForceLoop;
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