FGSoundManager::playAudioSampleCommand(): update comment
The 'instant' queue doesn't work like other queues.
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@ -201,9 +201,9 @@ void FGSoundManager::update(double dt)
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/**
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/**
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* Built-in command: play an audio message (i.e. a wav file) This is
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* Built-in command: play an audio message (i.e. a wav file) This is
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* fire and forget. Call this once per message and it will get dumped
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* fire and forget. Call this once per message and it will get dumped
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* into a queue. Messages are played sequentially so they do not
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* into a queue. Except for the special 'instant' queue, messages within
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* overlap.
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* a given queue are played sequentially so they do not overlap.
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*/
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*/
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bool FGSoundManager::playAudioSampleCommand(const SGPropertyNode * arg, SGPropertyNode * root)
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bool FGSoundManager::playAudioSampleCommand(const SGPropertyNode * arg, SGPropertyNode * root)
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{
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{
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