add resampler
This commit is contained in:
@@ -37,7 +37,8 @@ RageException.cpp RageException.h RageInput.cpp RageInputDevice.cpp RageInputDev
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RageLog.cpp RageLog.h RageMath.cpp RageMath.h RageSound.cpp RageSound.h \
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RageSoundManager.cpp RageSoundManager.h RageSoundReader.h RageSoundReader_SDL_Sound.cpp RageSoundReader_SDL_Sound.h \
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RageTexture.cpp RageTexture.h RageTextureManager.cpp RageTextureManager.h RageThreads.cpp RageThreads.h \
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RageTimer.cpp RageTimer.h RageTypes.h RageUtil.cpp RageUtil.h RageSoundReader_Preload.cpp RageSoundReader_Preload.h
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RageTimer.cpp RageTimer.h RageTypes.h RageUtil.cpp RageUtil.h RageSoundReader_Preload.cpp RageSoundReader_Preload.h \
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RageSoundResampler.cpp RageSoundResampler.h
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DataStructures = \
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CodeDetector.cpp CodeDetector.h Course.cpp Course.h Font.cpp Font.h FontCharAliases.cpp FontCharAliases.h \
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@@ -0,0 +1,136 @@
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#include "global.h"
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#include "RageSoundResampler.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include <math.h>
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/*
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* This class handles sound conversion.
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*
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* Rules:
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*
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* We only handle 16-bit, signed data in the local endianness. We don't need
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* to handle 8-bit data right now, because SDL_sound will let us tell it to
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* do the conversion, but if we need to handle other types ourself, the conversions
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* are trivial.
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*
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* The primary function here is to resample between arbitrary sample rates.
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*
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* We also handle channel conversion. If we have a mono signal, and we're outputting
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* a stereo signal, it'd be silly to do the channel doubling before the resample.
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*
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*
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* This isn't very efficient; we write to a static buffer instead of a circular
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* one. I'll optimize it if it becomes an issue.
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*/
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RageSoundResampler::RageSoundResampler()
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{
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reset();
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}
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void RageSoundResampler::reset()
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{
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at_eof = false;
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memset(prev, 0, sizeof(prev));
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memset(t, 0, sizeof(t));
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ipos = 0;
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}
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/* Write data to be converted. */
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void RageSoundResampler::write(const void *data_, int bytes)
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{
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ASSERT(!at_eof);
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const Sint16 *data = (const Sint16 *) data_;
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const unsigned samples = bytes / sizeof(Sint16);
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const unsigned frames = samples / InputChannels;
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if(InputRate == OutputRate)
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{
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/* Optimization. */
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outbuf.insert(outbuf.end(), data, data+samples);
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return;
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}
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#if 0
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/* Possibly slightly higher quality, but way too slow. */
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const int upsamp = 8;
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const float div = float(InputRate*upsamp) / OutputRate;
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for(unsigned f = 0; f < frames; ++f)
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{
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for(int u = 0; u < upsamp; ++u)
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{
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int ipos_begin = (int) roundf(ipos / div);
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int ipos_end = (int) roundf((ipos+1) / div);
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for(int c = 0; c < InputChannels; ++c)
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{
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const float f = 0.5f;
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prev[c] = Sint16(prev[c] * (f) + data[c] * (1-f));
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for(int i = ipos_begin; i < ipos_end; ++i)
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outbuf.push_back(prev[c]);
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}
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ipos++;
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}
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data += InputChannels;
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}
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#else
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/* Lerp. */
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const float div = float(InputRate) / OutputRate;
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for(unsigned f = 0; f < frames; ++f)
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{
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for(int c = 0; c < InputChannels; ++c)
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{
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while(t[c] < 1.0f)
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{
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Sint16 s = Sint16(prev[c]*(1-t[c]) + data[c]*t[c]);
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outbuf.push_back(s);
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t[c] += div;
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}
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t[c] -= 1;
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prev[c] = data[c];
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}
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ipos++;
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data += InputChannels;
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}
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#endif
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}
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void RageSoundResampler::eof()
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{
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ASSERT(!at_eof);
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/* Write some silence to flush out the real data. */
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const int size = InputChannels*16;
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Sint16 *data = new Sint16[size];
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memset(data, 0, size * sizeof(Sint16));
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write(data, size * sizeof(Sint16));
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delete [] data;
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at_eof = true;
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}
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int RageSoundResampler::read(void *data, unsigned bytes)
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{
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/* Don't be silly. */
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ASSERT( (bytes % sizeof(Sint16)) == 0);
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/* If no data is available, and we're at_eof, return -1. */
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if(outbuf.size() == 0 && at_eof)
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return -1;
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/* Fill as much as we have. */
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int Avail = min(outbuf.size()*sizeof(Sint16), bytes);
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memcpy(data, &outbuf[0], Avail);
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outbuf.erase(outbuf.begin(), outbuf.begin() + Avail/sizeof(Sint16));
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return Avail;
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}
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@@ -0,0 +1,47 @@
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#ifndef RAGE_SOUND_RESAMPLER_H
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#define RAGE_SOUND_RESAMPLER_H
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#include "SDL_utils.h"
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enum { MAX_CHANNELS = 15 };
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class RageSoundResampler
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{
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int InputRate, OutputRate;
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int InputChannels, OutputChannels;
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Sint16 prev[MAX_CHANNELS];
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vector<Sint16> outbuf;
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bool at_eof;
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int ipos;
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float t[MAX_CHANNELS];
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public:
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RageSoundResampler();
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/* Configuration: */
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void SetInputSampleRate(int hz) { InputRate = hz; }
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void SetOutputSampleRate(int hz) { OutputRate = hz; }
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void SetInputChannels(int ch) { InputChannels = ch; }
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void SetOutputChannels(int ch) { OutputChannels = ch; }
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/* Write data to be converted. */
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void write(const void *data, int bytes);
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/* Indicate that there is no more data. */
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void eof();
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void reset();
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/* Return the number of bytes currently readable. */
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unsigned avail() const { return outbuf.size() / 2; }
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/* Read converted data. Returns the number of bytes filled.
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* If eof() has been called and the output is completely
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* flushed, returns -1. */
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int read(void *data, unsigned bytes);
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};
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#endif
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@@ -57,10 +57,10 @@ LINK32=link.exe
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# SUBTRACT LINK32 /verbose /pdb:none
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# Begin Special Build Tool
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IntDir=.\../Release6
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TargetDir=\stepmania\stepmania
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TargetDir=\temp\stepmania
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TargetName=StepMania
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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@@ -92,10 +92,10 @@ LINK32=link.exe
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# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
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# Begin Special Build Tool
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IntDir=.\../Debug6
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TargetDir=\stepmania\stepmania
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TargetDir=\temp\stepmania
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TargetName=StepMania-debug
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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@@ -247,6 +247,14 @@ SOURCE=.\RageSoundReader_SDL_Sound.h
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# End Source File
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# Begin Source File
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SOURCE=.\RageSoundResampler.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\RageSoundResampler.h
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# End Source File
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# Begin Source File
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SOURCE=.\RageTexture.cpp
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# End Source File
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# Begin Source File
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@@ -1486,6 +1486,12 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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<File
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RelativePath="RageSoundReader_SDL_Sound.h">
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</File>
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<File
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RelativePath="RageSoundResampler.cpp">
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</File>
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<File
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RelativePath="RageSoundResampler.h">
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</File>
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<File
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RelativePath=".\RageTexture.cpp">
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</File>
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