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Conductor: property that returns secPerBeat scaled to song pitch
NEEDS TESTING
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@ -108,7 +108,7 @@ namespace HeavenStudio.Games
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var sound = new MultiSound.Sound[]
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{
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new MultiSound.Sound(sounds[0], beat),
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new MultiSound.Sound(sounds[1], beat + 1f - (0.030f/Conductor.instance.secPerBeat)*Conductor.instance.musicSource.pitch),
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new MultiSound.Sound(sounds[1], beat + 1f, offset: 0.030f),
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new MultiSound.Sound("", beat + 2f)
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};
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@ -136,7 +136,7 @@ namespace HeavenStudio.Games
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var sound = new MultiSound.Sound[]
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{
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new MultiSound.Sound("djSchool/andStop1", beat),
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new MultiSound.Sound("djSchool/andStop2", beat + .5f - (0.1200f/Conductor.instance.secPerBeat)*Conductor.instance.musicSource.pitch),
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new MultiSound.Sound("djSchool/andStop2", beat + .5f, offset: 0.1200f),
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new MultiSound.Sound("", beat + 1.5f)
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};
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@ -178,8 +178,8 @@ namespace HeavenStudio.Games
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new MultiSound.Sound(sounds[0], beat),
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new MultiSound.Sound(sounds[1], beat + .25f),
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new MultiSound.Sound(sounds[2], beat + .5f),
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new MultiSound.Sound(sounds[3], beat + 1f - (0.0500f/Conductor.instance.secPerBeat)*Conductor.instance.musicSource.pitch),
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new MultiSound.Sound(sounds[4], beat + 2f - (0.070f/Conductor.instance.secPerBeat)*Conductor.instance.musicSource.pitch),
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new MultiSound.Sound(sounds[3], beat + 1f, offset: 0.0500f),
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new MultiSound.Sound(sounds[4], beat + 2f, offset: 0.070f),
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});
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BeatAction.New(djYellow, new List<BeatAction.Action>()
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