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(WiiU) properly set audio offset before starting playback
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@ -79,9 +79,7 @@ void wiiu_ax_callback(void)
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//buffer underrun, stop playback to let it fill up
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if(ax->written < AX_AUDIO_SAMPLE_MIN)
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AXSetMultiVoiceState(ax->mvoice, AX_VOICE_STATE_STOPPED);
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//make sure to update written value if voice is running
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if(AXIsMultiVoiceRunning(ax->mvoice))
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ax->written -= AX_AUDIO_SAMPLE_COUNT;
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ax->written -= AX_AUDIO_SAMPLE_COUNT;
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OSUninterruptibleSpinLock_Release(&ax->spinlock);
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}
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}
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@ -188,8 +186,10 @@ static bool ax_audio_start(void* data)
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//set back to playing on enough buffered data
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if(ax->written > AX_AUDIO_SAMPLE_LOAD)
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{
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AXSetMultiVoiceCurrentOffset(ax->mvoice, (ax->pos - ax->written) & AX_AUDIO_COUNT_MASK);
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AXSetMultiVoiceState(ax->mvoice, AX_VOICE_STATE_PLAYING);
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}
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return true;
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}
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@ -12,6 +12,7 @@ typedef struct
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void AXAcquireMultiVoice(uint32_t prio, void *cb, uint32_t cbarg, void *setup, AXMVoice **mvoice);
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void AXSetMultiVoiceDeviceMix(AXMVoice *mvoice, AXDeviceType type, uint32_t id, uint32_t bus, uint16_t vol, int16_t delta);
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void AXSetMultiVoiceOffsets(AXMVoice *mvoice, AXVoiceOffsets *offsets);
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void AXSetMultiVoiceCurrentOffset(AXMVoice *mvoice, uint32_t offset);
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void AXSetMultiVoiceState(AXMVoice *mvoice, AXVoiceState state);
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void AXSetMultiVoiceVe(AXMVoice *mvoice, AXVoiceVeData *veData);
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void AXSetMultiVoiceSrcType(AXMVoice *mvoice, AXVoiceSrcType type);
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@ -149,6 +149,7 @@ IMPORT(AXRegisterFrameCallback);
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IMPORT(AXAcquireMultiVoice);
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IMPORT(AXSetMultiVoiceDeviceMix);
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IMPORT(AXSetMultiVoiceOffsets);
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IMPORT(AXSetMultiVoiceCurrentOffset);
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IMPORT(AXSetMultiVoiceState);
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IMPORT(AXSetMultiVoiceVe);
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IMPORT(AXSetMultiVoiceSrcType);
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