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diff --git a/externals/oboe/samples/RhythmGame/src/main/cpp/GameConstants.h b/externals/oboe/samples/RhythmGame/src/main/cpp/GameConstants.h
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--- a/externals/oboe/samples/RhythmGame/src/main/cpp/GameConstants.h
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-/*
- * Copyright 2018 The Android Open Source Project
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-#ifndef SAMPLES_GAMECONSTANTS_H
-#define SAMPLES_GAMECONSTANTS_H
-
-#include "ui/OpenGLFunctions.h"
-
-constexpr int kBufferSizeInBursts = 2; // Use 2 bursts as the buffer size (double buffer)
-constexpr int kMaxQueueItems = 4; // Must be power of 2
-
-// Colors for game states and visual feedback for taps
-constexpr ScreenColor kPlayingColor = GREY;
-constexpr ScreenColor kLoadingColor = YELLOW;
-constexpr ScreenColor kLoadingFailedColor = RED;
-constexpr ScreenColor kTapSuccessColor = GREEN;
-constexpr ScreenColor kTapEarlyColor = ORANGE;
-constexpr ScreenColor kTapLateColor = PURPLE;
-
-// This defines the size of the tap window in milliseconds. For example, if defined at 100ms the
-// player will have 100ms before and after the centre of the tap window to tap on the screen and
-// be successful
-constexpr int kWindowCenterOffsetMs = 100;
-
-// Filename for clap sound asset (in assets folder)
-constexpr char kClapFilename[] { "CLAP.mp3" };
-
-// Filename for the backing track asset (in assets folder)
-constexpr char kBackingTrackFilename[] { "FUNKY_HOUSE.mp3" };
-
-// The game will first demonstrate the pattern which the user should copy. It does this by
-// "clapping" (playing a clap sound) at certain times during the song. We can specify these times
-// here in milliseconds. Our backing track has a tempo of 120 beats per minute, which is 2 beats per
-// second. This means a pattern of 3 claps starting on the first beat of the first bar would mean
-// playing claps at 0ms, 500ms and 1000ms
-constexpr int64_t kClapEvents[] { 0, 500, 1000 };
-
-// We then want the user to tap on the screen exactly 4 beats after the first clap so we add clap
-// windows at 2000ms, 2500ms and 3000ms (or 2, 2.5 and 3 seconds). @see getTapResult for more info.
-constexpr int64_t kClapWindows[] { 2000, 2500, 3000 };
-
-struct AudioProperties {
- int32_t channelCount;
- int32_t sampleRate;
-};
-
-#endif //SAMPLES_GAMECONSTANTS_H