[splittiming] Add sounds to recent actions.
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@@ -0,0 +1 @@
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MusicWheel sort
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@@ -0,0 +1 @@
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MusicWheel sort
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@@ -837,6 +837,8 @@ void ScreenEdit::Init()
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m_soundMarker.Load( THEME->GetPathS("ScreenEdit","marker"), true );
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m_soundValueIncrease.Load( THEME->GetPathS("ScreenEdit","value increase"), true );
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m_soundValueDecrease.Load( THEME->GetPathS("ScreenEdit","value decrease"), true );
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m_soundSwitchPlayer.Load( THEME->GetPathS("ScreenEdit","switch player"), true );
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m_soundSwitchTiming.Load( THEME->GetPathS("ScreenEdit","switch timing"), true );
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m_soundSwitchSteps.Load( THEME->GetPathS("ScreenEdit","switch steps") );
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m_soundSave.Load( THEME->GetPathS("ScreenEdit","save") );
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m_GameplayAssist.Init();
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@@ -2124,11 +2126,13 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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enum_add( m_InputPlayerNumber, 1 );
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if( m_InputPlayerNumber == NUM_PLAYERS )
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m_InputPlayerNumber = PLAYER_1;
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m_soundSwitchPlayer.Play();
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}
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break;
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case EDIT_BUTTON_SWITCH_TIMINGS:
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GAMESTATE->m_bIsEditorStepTiming = !GAMESTATE->m_bIsEditorStepTiming;
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m_soundSwitchTiming.Play();
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break;
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}
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}
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@@ -281,14 +281,22 @@ protected:
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/** @brief Has the NoteData been changed such that a user should be prompted to save? */
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bool m_bDirty;
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/** @brief The sound that is played when a note is added. */
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RageSound m_soundAddNote;
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/** @brief The sound that is played when a note is removed. */
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RageSound m_soundRemoveNote;
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RageSound m_soundChangeLine;
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RageSound m_soundChangeSnap;
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RageSound m_soundMarker;
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RageSound m_soundValueIncrease;
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RageSound m_soundValueDecrease;
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/** @brief The sound that is played when switching players for Routine. */
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RageSound m_soundSwitchPlayer;
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/** @brief The sound that is played when switching song/step timing. */
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RageSound m_soundSwitchTiming;
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/** @brief The sound that is played when switching to a different chart. */
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RageSound m_soundSwitchSteps;
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/** @brief The sound that is played when the chart is saved. */
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RageSound m_soundSave;
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// used for reverting
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