Refactor and make music ending more explicit. If we're going to
fade, set it up at the start; fading is done before buffering, so changing it is high-latency.
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@@ -137,6 +137,8 @@ protected:
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LocalizedString GIVE_UP_BACK_TEXT;
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LocalizedString GIVE_UP_ABORTED_TEXT;
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ThemeMetric<float> MUSIC_FADE_OUT_SECONDS;
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ThemeMetric<float> OUT_TRANSITION_LENGTH;
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ThemeMetric<float> COURSE_TRANSITION_LENGTH;
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ThemeMetric<float> MIN_SECONDS_TO_STEP;
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ThemeMetric<float> MIN_SECONDS_TO_MUSIC;
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ThemeMetric<float> MIN_SECONDS_TO_STEP_NEXT_SONG;
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@@ -153,6 +155,7 @@ protected:
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virtual void LoadNextSong();
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void LoadCourseSongNumber( int iSongNumber );
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void StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMusic );
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void GetMusicEndTiming( float &fSecondsToStartFadingOutMusic, float &fSecondsToStartTransitioningOut );
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void LoadLights();
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void PauseGame( bool bPause, GameController gc = GameController_Invalid );
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void PlayAnnouncer( RString type, float fSeconds );
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