compile fix
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@@ -27,14 +27,15 @@ void RageSound_ALSA9::MixerThread()
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{
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/* SOUNDMAN will be set once RageSoundManager's ctor returns and
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* assigns it; we might get here before that happens, though. */
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while(!SOUNDMAN && !shutdown) SDL_Delay(10);
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while( !SOUNDMAN && !shutdown )
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usleep( 10000 );
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while(!shutdown)
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{
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/* Sleep for the size of one chunk. */
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const int chunksize_frames = max_writeahead / num_chunks;
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float sleep_secs = (float(chunksize_frames) / samplerate);
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SDL_Delay( 20 ); // int(1000 * sleep_secs));
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usleep( 20000 ); // int(1000 * sleep_secs));
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LockMut( m_Mutex );
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@@ -37,7 +37,8 @@ void RageSound_ALSA9_Software::MixerThread()
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{
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/* SOUNDMAN will be set once RageSoundManager's ctor returns and
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* assigns it; we might get here before that happens, though. */
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while(!SOUNDMAN && !shutdown) SDL_Delay(10);
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while( !SOUNDMAN && !shutdown )
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usleep( 10000 );
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setpriority( PRIO_PROCESS, 0, -15 );
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@@ -142,14 +142,14 @@ void RageSound_Generic_Software::DecodeThread()
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/* SOUNDMAN will be set once RageSoundManager's ctor returns and
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* assigns it; we might get here before that happens, though. */
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while( !SOUNDMAN && !shutdown_decode_thread )
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SDL_Delay( 10 );
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usleep( 10000 );
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SetupDecodingThread();
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while( !shutdown_decode_thread )
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{
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/* Fill each playing sound, round-robin. */
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SDL_Delay( 1000*chunksize() / GetSampleRate(0) );
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usleep( 1000000*chunksize() / GetSampleRate(0) );
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LockMut( m_Mutex );
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// LOG->Trace("begin mix");
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