s/str_ds/pcm/
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@@ -67,7 +67,7 @@ void RageSound_DSound::MixerThread()
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* 90ms (our buffer size) longer to close. */
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for(unsigned i = 0; i < stream_pool.size(); ++i)
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if(stream_pool[i]->state != stream_pool[i]->INACTIVE)
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stream_pool[i]->str_ds->Stop();
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stream_pool[i]->pcm->Stop();
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}
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void RageSound_DSound::Update(float delta)
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@@ -82,7 +82,7 @@ void RageSound_DSound::Update(float delta)
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{
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if(str[i]->state != str[i]->STOPPING) continue;
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int ps = str[i]->str_ds->GetPosition();
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int ps = str[i]->pcm->GetPosition();
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if(ps < str[i]->flush_pos)
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continue; /* stopping but still flushing */
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@@ -91,7 +91,7 @@ void RageSound_DSound::Update(float delta)
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str[i]->snd->StopPlaying();
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str[i]->snd = NULL;
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str[i]->str_ds->Stop();
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str[i]->pcm->Stop();
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str[i]->state = str[i]->INACTIVE;
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}
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}
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@@ -105,17 +105,17 @@ bool RageSound_DSound::stream::GetData(bool init)
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char *locked_buf;
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unsigned len;
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const int play_pos = str_ds->GetOutputPosition();
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const int cur_play_pos = str_ds->GetPosition();
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const int play_pos = pcm->GetOutputPosition();
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const int cur_play_pos = pcm->GetPosition();
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if(init) {
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/* We're initializing; fill the entire buffer. The buffer is supposed to
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* be empty, so this should never fail. */
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if(!str_ds->get_output_buf(&locked_buf, &len, buffersize))
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if(!pcm->get_output_buf(&locked_buf, &len, buffersize))
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ASSERT(0);
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} else {
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/* Just fill one chunk. */
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if(!str_ds->get_output_buf(&locked_buf, &len, chunksize))
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if(!pcm->get_output_buf(&locked_buf, &len, chunksize))
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return false;
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}
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@@ -132,7 +132,7 @@ bool RageSound_DSound::stream::GetData(bool init)
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/* If the sound is supposed to start at a time past this buffer, insert silence. */
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const int iFramesUntilThisBuffer = play_pos - cur_play_pos;
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const float fSecondsBeforeStart = -start_time.Ago();
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const int iFramesBeforeStart = int(fSecondsBeforeStart * str_ds->GetSampleRate());
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const int iFramesBeforeStart = int(fSecondsBeforeStart * pcm->GetSampleRate());
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const int iSilentFramesInThisBuffer = iFramesBeforeStart-iFramesUntilThisBuffer;
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const int iSilentBytesInThisBuffer = clamp( iSilentFramesInThisBuffer * bytes_per_frame, 0, bytes_left );
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@@ -157,21 +157,21 @@ bool RageSound_DSound::stream::GetData(bool init)
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state = STOPPING;
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/* Keep playing until the data we currently have locked has played. */
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flush_pos = str_ds->GetOutputPosition();
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flush_pos = pcm->GetOutputPosition();
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}
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} else {
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/* Silence the buffer. */
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memset(locked_buf, 0, len);
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}
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str_ds->release_output_buf(locked_buf, len);
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pcm->release_output_buf(locked_buf, len);
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return true;
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}
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RageSound_DSound::stream::~stream()
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{
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delete str_ds;
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delete pcm;
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}
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RageSound_DSound::RageSound_DSound()
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@@ -208,7 +208,7 @@ RageSound_DSound::RageSound_DSound()
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}
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stream *s = new stream;
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s->str_ds = newbuf;
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s->pcm = newbuf;
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stream_pool.push_back(s);
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}
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@@ -242,7 +242,7 @@ void RageSound_DSound::VolumeChanged()
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{
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for(unsigned i = 0; i < stream_pool.size(); ++i)
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{
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stream_pool[i]->str_ds->SetVolume(SOUNDMAN->GetMixVolume());
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stream_pool[i]->pcm->SetVolume(SOUNDMAN->GetMixVolume());
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}
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}
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@@ -265,14 +265,14 @@ void RageSound_DSound::StartMixing(RageSound *snd)
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/* Give the stream to the playing sound and remove it from the pool. */
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stream_pool[i]->snd = snd;
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stream_pool[i]->str_ds->SetSampleRate(snd->GetSampleRate());
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stream_pool[i]->pcm->SetSampleRate(snd->GetSampleRate());
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stream_pool[i]->start_time = snd->GetStartTime();
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/* Pre-buffer the stream. */
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/* There are two buffers of data; fill them both ahead of time so the
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* sound can start almost immediately. */
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stream_pool[i]->GetData(true);
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stream_pool[i]->str_ds->Play();
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stream_pool[i]->pcm->Play();
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/* Normally, at this point we should still be INACTIVE, in which case,
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* tell the mixer thread to start mixing this channel. However, if it's
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@@ -312,7 +312,7 @@ void RageSound_DSound::StopMixing(RageSound *snd)
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stream_pool[i]->state = stream_pool[i]->STOPPING;
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/* Flush two buffers worth of data. */
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stream_pool[i]->flush_pos = stream_pool[i]->str_ds->GetOutputPosition();
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stream_pool[i]->flush_pos = stream_pool[i]->pcm->GetOutputPosition();
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/* This function is called externally (by RageSound) to stop immediately.
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* We need to prevent SoundStopped from being called; it should only be
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@@ -333,7 +333,7 @@ int RageSound_DSound::GetPosition(const RageSound *snd) const
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ASSERT(i != stream_pool.size());
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return stream_pool[i]->str_ds->GetPosition();
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return stream_pool[i]->pcm->GetPosition();
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}
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/*
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@@ -13,7 +13,7 @@ class RageSound_DSound: public RageSoundDriver
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{
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struct stream {
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/* Actual audio stream: */
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DSoundBuf *str_ds;
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DSoundBuf *pcm;
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/* Sound object that's playing on this stream, or NULL if this
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* channel is available: */
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@@ -30,7 +30,7 @@ class RageSound_DSound: public RageSoundDriver
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RageTimer start_time;
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bool GetData(bool init);
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stream() { str_ds = NULL; snd = NULL; state=INACTIVE; }
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stream() { pcm = NULL; snd = NULL; state=INACTIVE; }
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~stream();
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};
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friend struct stream;
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@@ -44,7 +44,7 @@ void RageSound_DSound_Software::MixerThread()
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;
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/* Start playing. */
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str_ds->Play();
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pcm->Play();
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while(!shutdown) {
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Sleep(10);
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@@ -54,7 +54,7 @@ void RageSound_DSound_Software::MixerThread()
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/* I'm not sure why, but if we don't stop the stream now, then the thread will take
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* 90ms (our buffer size) longer to close. */
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str_ds->Stop();
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pcm->Stop();
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}
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bool RageSound_DSound_Software::GetData()
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@@ -63,10 +63,10 @@ bool RageSound_DSound_Software::GetData()
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char *locked_buf;
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unsigned len;
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const int play_pos = str_ds->GetOutputPosition();
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const int cur_play_pos = str_ds->GetPosition();
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const int play_pos = pcm->GetOutputPosition();
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const int cur_play_pos = pcm->GetPosition();
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if(!str_ds->get_output_buf(&locked_buf, &len, chunksize))
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if(!pcm->get_output_buf(&locked_buf, &len, chunksize))
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return false;
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/* Silence the buffer. */
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@@ -119,13 +119,13 @@ bool RageSound_DSound_Software::GetData()
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{
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/* This sound is finishing. */
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sounds[i]->stopping = true;
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sounds[i]->flush_pos = str_ds->GetOutputPosition();
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sounds[i]->flush_pos = pcm->GetOutputPosition();
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}
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}
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mix.read((Sint16 *) locked_buf);
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str_ds->release_output_buf(locked_buf, len);
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pcm->release_output_buf(locked_buf, len);
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return true;
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}
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@@ -181,13 +181,13 @@ void RageSound_DSound_Software::StopMixing(RageSound *snd)
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/* If nothing is playing, reset the frame count; this is just to
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* prevent eventual overflow. */
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if(sounds.empty())
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str_ds->Reset();
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pcm->Reset();
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}
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int RageSound_DSound_Software::GetPosition(const RageSound *snd) const
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{
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LockMut(SOUNDMAN->lock);
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return str_ds->GetPosition();
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return pcm->GetPosition();
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}
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RageSound_DSound_Software::RageSound_DSound_Software()
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@@ -200,7 +200,7 @@ RageSound_DSound_Software::RageSound_DSound_Software()
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RageException::ThrowNonfatal("Driver unusable (emulated device)");
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/* Create a DirectSound stream, but don't force it into hardware. */
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str_ds = new DSoundBuf(ds,
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pcm = new DSoundBuf(ds,
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DSoundBuf::HW_DONT_CARE,
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channels, samplerate, 16, buffersize);
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@@ -218,7 +218,7 @@ RageSound_DSound_Software::~RageSound_DSound_Software()
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LOG->Trace("Mixer thread shut down.");
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LOG->Flush();
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delete str_ds;
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delete pcm;
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}
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float RageSound_DSound_Software::GetPlayLatency() const
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@@ -28,7 +28,7 @@ class RageSound_DSound_Software: public RageSoundDriver
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bool shutdown;
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DSound ds;
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DSoundBuf *str_ds;
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DSoundBuf *pcm;
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bool GetData();
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void Update(float delta);
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