semantic cleanup
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@@ -13,16 +13,16 @@ const int pos_map_backlog_frames = 100000;
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struct pos_map_t
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{
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/* Frame number from the POV of the sound driver: */
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int64_t m_iFrameNo;
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int64_t m_iSourceFrame;
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/* Actual sound position within the sample: */
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int64_t m_iPosition;
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int64_t m_iDestFrame;
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/* The number of frames in this block: */
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int64_t m_iFrames;
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pos_map_t() { m_iFrameNo = 0; m_iPosition = 0; m_iFrames = 0; }
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pos_map_t( int64_t iFrame, int iPosition, int iFrames ) { m_iFrameNo = iFrame; m_iPosition = iPosition; m_iFrames = iFrames; }
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pos_map_t() { m_iSourceFrame = 0; m_iDestFrame = 0; m_iFrames = 0; }
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pos_map_t( int64_t iSourceFrame, int iDestFrame, int iFrames ) { m_iSourceFrame = iSourceFrame; m_iDestFrame = iDestFrame; m_iFrames = iFrames; }
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};
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struct pos_map_impl
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@@ -54,21 +54,21 @@ pos_map_queue &pos_map_queue::operator=( const pos_map_queue &rhs )
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return *this;
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}
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void pos_map_queue::CommitPosition( int64_t iFrame, int iPosition, int iGotFrames )
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void pos_map_queue::CommitPosition( int64_t iSourceFrame, int iDestFrame, int iFrames )
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{
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if( m_pImpl->m_Queue.size() )
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{
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/* Optimization: If the last entry lines up with this new entry, just merge them. */
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pos_map_t &last = m_pImpl->m_Queue.back();
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if( last.m_iFrameNo+last.m_iFrames == iFrame &&
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last.m_iPosition+last.m_iFrames == iPosition )
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if( last.m_iSourceFrame+last.m_iFrames == iSourceFrame &&
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last.m_iDestFrame+last.m_iFrames == iDestFrame )
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{
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last.m_iFrames += iGotFrames;
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last.m_iFrames += iFrames;
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return;
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}
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}
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m_pImpl->m_Queue.push_back( pos_map_t(iFrame, iPosition, iGotFrames) );
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m_pImpl->m_Queue.push_back( pos_map_t(iSourceFrame, iDestFrame, iFrames) );
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m_pImpl->Cleanup();
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}
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@@ -89,7 +89,7 @@ void pos_map_impl::Cleanup()
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}
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}
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int64_t pos_map_queue::Search( int64_t iFrame, bool *bApproximate ) const
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int64_t pos_map_queue::Search( int64_t iSourceFrame, bool *bApproximate ) const
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{
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if( IsEmpty() )
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{
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@@ -98,37 +98,37 @@ int64_t pos_map_queue::Search( int64_t iFrame, bool *bApproximate ) const
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return 0;
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}
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/* iFrame is probably in pos_map. Search to figure out what position
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/* iSourceFrame is probably in pos_map. Search to figure out what position
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* it maps to. */
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int64_t iClosestPosition = 0, iClosestPositionDist = INT_MAX;
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int iClosestBlock = 0; /* print only */
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for( unsigned i = 0; i < m_pImpl->m_Queue.size(); ++i )
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{
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if( iFrame >= m_pImpl->m_Queue[i].m_iFrameNo &&
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iFrame < m_pImpl->m_Queue[i].m_iFrameNo+m_pImpl->m_Queue[i].m_iFrames )
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if( iSourceFrame >= m_pImpl->m_Queue[i].m_iSourceFrame &&
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iSourceFrame < m_pImpl->m_Queue[i].m_iSourceFrame+m_pImpl->m_Queue[i].m_iFrames )
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{
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/* iFrame lies in this block; it's an exact match. Figure
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/* iSourceFrame lies in this block; it's an exact match. Figure
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* out the exact position. */
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int64_t diff = m_pImpl->m_Queue[i].m_iPosition - m_pImpl->m_Queue[i].m_iFrameNo;
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return iFrame + diff;
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int64_t diff = m_pImpl->m_Queue[i].m_iDestFrame - m_pImpl->m_Queue[i].m_iSourceFrame;
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return iSourceFrame + diff;
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}
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/* See if the current position is close to the beginning of this block. */
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int64_t dist = llabs( m_pImpl->m_Queue[i].m_iFrameNo - iFrame );
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int64_t dist = llabs( m_pImpl->m_Queue[i].m_iSourceFrame - iSourceFrame );
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if( dist < iClosestPositionDist )
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{
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iClosestPositionDist = dist;
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iClosestBlock = i;
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iClosestPosition = m_pImpl->m_Queue[i].m_iPosition;
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iClosestPosition = m_pImpl->m_Queue[i].m_iDestFrame;
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}
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/* See if the current position is close to the end of this block. */
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dist = llabs( m_pImpl->m_Queue[i].m_iFrameNo + m_pImpl->m_Queue[i].m_iFrames - iFrame );
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dist = llabs( m_pImpl->m_Queue[i].m_iSourceFrame + m_pImpl->m_Queue[i].m_iFrames - iSourceFrame );
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if( dist < iClosestPositionDist )
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{
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iClosestPositionDist = dist;
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iClosestBlock = i;
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iClosestPosition = m_pImpl->m_Queue[i].m_iPosition + m_pImpl->m_Queue[i].m_iFrames;
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iClosestPosition = m_pImpl->m_Queue[i].m_iDestFrame + m_pImpl->m_Queue[i].m_iFrames;
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}
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}
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@@ -152,7 +152,7 @@ int64_t pos_map_queue::Search( int64_t iFrame, bool *bApproximate ) const
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{
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last.GetDeltaTime();
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LOG->Trace( "Approximate sound time: driver frame " LI ", m_pImpl->m_Queue frame " LI ".." LI " (dist " LI "), closest position is " LI,
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iFrame, m_pImpl->m_Queue[iClosestBlock].m_iFrameNo, m_pImpl->m_Queue[iClosestBlock].m_iFrameNo+m_pImpl->m_Queue[iClosestBlock].m_iFrames,
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iSourceFrame, m_pImpl->m_Queue[iClosestBlock].m_iSourceFrame, m_pImpl->m_Queue[iClosestBlock].m_iSourceFrame+m_pImpl->m_Queue[iClosestBlock].m_iFrames,
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iClosestPositionDist, iClosestPosition );
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}
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