+}
+int Tracks::detach_ganged_effects(Plugin *plugin)
+{
+ if( edl->session->gang_tracks == GANG_NONE ) return 1;
+ for( Track *current=first; current; current=NEXT ) {
+ if( current == plugin->track ) continue;
+ if( !current->armed_gang(plugin->track) ) continue;
+ current->detach_ganged_effects(plugin);
+ }
+ return 0;
+}