p.m_FadeLength -> p.m_fFadeOutSeconds
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@@ -235,7 +235,7 @@ static void StartMusic( MusicToPlay &ToPlay )
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RageSoundParams p;
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p.m_StartSecond = ToPlay.fStartSecond;
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p.m_LengthSeconds = ToPlay.fLengthSeconds;
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p.m_FadeLength = ToPlay.fFadeOutLengthSeconds;
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p.m_fFadeOutSeconds = ToPlay.fFadeOutLengthSeconds;
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p.m_StartTime = when;
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if( ToPlay.bForceLoop )
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p.StopMode = RageSoundParams::M_LOOP;
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@@ -44,7 +44,7 @@ RageSoundParams::RageSoundParams():
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{
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m_StartSecond = 0;
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m_LengthSeconds = -1;
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m_FadeLength = 0;
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m_fFadeOutSeconds = 0;
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m_Volume = 1.0f;
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m_fPitch = 1.0f;
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m_fSpeed = 1.0f;
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@@ -581,7 +581,7 @@ void RageSound::ApplyParams()
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m_pSource->SetProperty( "Speed", m_Param.m_fSpeed );
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m_pSource->SetProperty( "StartSecond", m_Param.m_StartSecond );
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m_pSource->SetProperty( "LengthSeconds", m_Param.m_LengthSeconds );
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m_pSource->SetProperty( "FadeSeconds", m_Param.m_FadeLength );
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m_pSource->SetProperty( "FadeSeconds", m_Param.m_fFadeOutSeconds );
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float fVolume = m_Param.m_Volume * SOUNDMAN->GetMixVolume();
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m_pSource->SetProperty( "Volume", fVolume );
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@@ -33,7 +33,7 @@ struct RageSoundParams
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float m_LengthSeconds;
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/* Number of seconds to spend fading out. */
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float m_FadeLength;
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float m_fFadeOutSeconds;
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float m_Volume; // multiplies with SOUNDMAN->GetMixVolume()
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@@ -95,7 +95,7 @@ int RageSoundReader_Extend::Read( float *pBuffer, int iFrames )
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if( iFramesRead > 0 )
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{
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/* We want to fade when there's m_FadeLength seconds left, but if
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/* We want to fade when there's m_iFadeFrames frames left, but if
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* m_LengthFrames is -1, we don't know the length we're playing.
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* (m_LengthFrames is the length to play, not the length of the
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* source.) If we don't know the length, don't fade. */
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@@ -2312,9 +2312,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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else
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{
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/* Load the next song in the course. First, fade out and stop the music. */
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float fFadeLengthSeconds = MUSIC_FADE_OUT_SECONDS;
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float fFadeOutSeconds = MUSIC_FADE_OUT_SECONDS;
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RageSoundParams p = m_pSoundMusic->GetParams();
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p.m_FadeLength = fFadeLengthSeconds;
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p.m_fFadeOutSeconds = fFadeOutSeconds;
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p.m_LengthSeconds = GAMESTATE->m_fMusicSeconds + fFadeLengthSeconds;
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m_pSoundMusic->SetParams(p);
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SCREENMAN->PostMessageToTopScreen( SM_StartLoadingNextSong, fFadeLengthSeconds );
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