The terrain in the game is defined by a series of points (using interpolation to fill in between the points). What got tricky was that the placement of the terrain points is arbitrary so they don't line up with the chunk boundaries.
The way I usually solve this is to have no redundant data, but support multiple chunks at once, which you need to do anyway when the user is standing on the overlap. You arrange it so that a chunk is slightly larger than half a screen, and that enough chunks are loaded that everything on the screen can be drawn correctly. You case is sounds one dimensional, so you need 4 chunks loaded at a time, max - 2 which are actually covered by the screen, and then two additional ones to make sure that every terrain point in the first two chunks is the adjacent terrain point loaded.