revert the move of the sound positioning code, at least till i found out why it doesn't work this way.
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@ -481,8 +481,6 @@ static void fgMainLoop( void ) {
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"Elapsed time is zero ... we're zinging" );
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"Elapsed time is zero ... we're zinging" );
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}
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}
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SGSoundMgr *smgr = globals->get_soundmgr();
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smgr->update(delta_time_sec);
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globals->get_subsystem_mgr()->update(delta_time_sec);
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globals->get_subsystem_mgr()->update(delta_time_sec);
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//
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//
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