get this out of here at once
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@@ -1082,13 +1082,6 @@ class PlayState extends MusicBeatSubState
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// And it was frame dependant which we don't like!!
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final easeRatio:Float = 1.0 - Math.exp(-(MUSIC_EASE_RATIO * playbackRate) * elapsed);
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Conductor.instance.update(FlxMath.lerp(Conductor.instance.songPosition, FlxG.sound.music.time + Conductor.instance.combinedOffset, easeRatio), false);
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// If, after updating the conductor, the instrumental has finished, end the song immediately.
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// This helps prevent a major bug where the level suddenly loops back to the start or middle.
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// if (Conductor.instance.songPosition >= (FlxG.sound.music.endTime ?? FlxG.sound.music.length))
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// {
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// if (mayPauseGame && !isSongEnd) endSong(skipEndingTransition);
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// }
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}
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var pauseButtonCheck:Bool = false;
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@@ -2728,8 +2721,8 @@ class PlayState extends MusicBeatSubState
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// Play the miss sound.
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if (event.playSound)
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{
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if (vocals != null) vocals.playerVolume = 0;
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FunkinSound.playOnce(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.5, 0.6));
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if (vocals != null) vocals.playerVolume = 0;
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FunkinSound.playOnce(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.5, 0.6));
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}
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}
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else
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