     
     // The music.
     private var targetMusicVolume:Number = 0;
-    private var music:FlxSound;
     private static const MUSIC_VOLUME_FACTOR:Number = 1.3;
     private static const MIN_MUSIC_VOLUME:Number = 0.2;
     private static const MAX_MUSIC_VOLUME:Number = 0.8;
+    private var playMusic:Boolean;
 
     // Flixel Methods
     // --------------

        targetMusicVolume = (platform.startingPoint.y - player.cameraFocus.y) / platform.distanceToTravel.y;
        targetMusicVolume = Math.pow(targetMusicVolume, MUSIC_VOLUME_FACTOR);
      }
      music.volume += (targetMusicVolume - music.volume) / player.cameraSpeed;
      music.volume = FlxU.bound(music.volume, MIN_MUSIC_VOLUME, MAX_MUSIC_VOLUME);
    }
    private function updateGameState(doChecks:Boolean=false):void
    {


      // Globals.
      fallChecking = false;
      FlxG.debug = true;
      playMusic = !FlxG.debug;

      // Start our setup chain.
      setupPlatform();
