Remove low_sample_count_workaround
No longer needed now that hardware clamping methods are corrected.
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@@ -52,7 +52,6 @@ public:
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* RageSound::CommitPlayingPosition. */
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std::int64_t GetHardwareFrame( RageTimer *pTimer ) const;
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virtual std::int64_t GetPosition() const = 0;
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void low_sample_count_workaround();
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/* When a sound is finished playing (GetDataToPlay returns 0) and the sound has
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* been completely flushed (so GetPosition is no longer meaningful), call
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@@ -205,7 +204,6 @@ private:
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std::int64_t ClampHardwareFrame( std::int64_t iHardwareFrame ) const;
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mutable std::int64_t m_iMaxHardwareFrame;
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mutable std::int64_t m_iVMaxHardwareFrame;
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mutable std::int32_t soundDriverMaxSamples = 0;
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bool m_bShutdownDecodeThread;
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@@ -450,11 +450,6 @@ void RageSoundDriver::SetDecodeBufferSize( int iFrames )
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frames_to_buffer = iFrames;
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}
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void RageSoundDriver::low_sample_count_workaround()
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{
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if (soundDriverMaxSamples != 0) GetHardwareFrame(nullptr);
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}
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RageSoundDriver::RageSoundDriver():
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m_Mutex("RageSoundDriver"),
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m_SoundListMutex("SoundListMutex")
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@@ -463,7 +458,6 @@ RageSoundDriver::RageSoundDriver():
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m_iMaxHardwareFrame = 0;
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m_iVMaxHardwareFrame = 0;
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SetDecodeBufferSize( 4096 );
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soundDriverMaxSamples = PREFSMAN->m_iRageSoundSampleCountClamp;
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m_DecodeThread.SetName("Decode thread");
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}
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