engine audio fixes
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8c014802c9
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9d17655836
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@ -11,10 +11,9 @@ void TAAudioSDL::onProcess(unsigned char* buf, int nframes) {
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audioProcCallback(inBufs,outBufs,desc.inChans,desc.outChans,desc.bufsize);
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}
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float* fbuf=(float*)buf;
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for (size_t i=0; i<desc.outChans; i++) {
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int k=0;
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for (size_t j=i; j<desc.bufsize*desc.outChans; j+=desc.outChans) {
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fbuf[j]=outBufs[i][k++];
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for (size_t j=0; j<desc.bufsize; j++) {
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for (size_t i=0; i<desc.outChans; i++) {
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fbuf[j*desc.outChans+i]=outBufs[i][j];
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}
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}
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}
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@ -5,9 +5,11 @@
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#include <zlib.h>
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void process(float** in, float** out, int inChans, int outChans, unsigned int size) {
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for (int i=0; i<outChans; i++) {
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for (unsigned int j=0; j<size; j++) {
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out[i][j]=(float)(j%128)/128.0f;
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static int count;
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for (unsigned int i=0; i<size; i++) {
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count++;
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for (int j=0; j<outChans; j++) {
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out[j][i]=((count%160)>40)?0.5:0.0;
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}
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}
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}
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@ -608,6 +610,7 @@ void DivEngine::play() {
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bool DivEngine::init() {
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output=new TAAudioSDL;
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want.bufsize=1024;
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want.rate=44100;
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want.fragments=2;
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want.inChans=0;
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want.outChans=2;
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