GetSampleRate(int) -> GetSampleRate(); one sample rate
per driver
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@@ -93,7 +93,7 @@ RageSoundMixBuffer &RageSound_Generic_Software::MixIntoBuffer( int iFrames, int6
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/* If the sound is supposed to start at a time past this buffer, insert silence. */
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const int64_t iFramesUntilThisBuffer = iFrameNumber - iCurrentFrame;
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const float fSecondsBeforeStart = -s.m_StartTime.Ago();
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const int64_t iFramesBeforeStart = int64_t(fSecondsBeforeStart * GetSampleRate(0));
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const int64_t iFramesBeforeStart = int64_t(fSecondsBeforeStart * GetSampleRate());
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const int iSilentFramesInThisBuffer = clamp( int(iFramesBeforeStart-iFramesUntilThisBuffer), 0, iFramesLeft );
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iGotFrames += iSilentFramesInThisBuffer;
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@@ -180,7 +180,7 @@ void RageSound_Generic_Software::DecodeThread()
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{
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/* Fill each playing sound, round-robin. */
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{
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int iSampleRate = GetSampleRate(0);
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int iSampleRate = GetSampleRate();
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ASSERT_M( iSampleRate > 0, ssprintf("%i", iSampleRate) );
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int iUsecs = 1000000*chunksize() / iSampleRate;
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usleep( iUsecs );
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