mirror of
https://github.com/libretro/ppsspp.git
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38609f3e6b
Also makes some logging VERBOSE.
239 lines
5.5 KiB
C++
239 lines
5.5 KiB
C++
#include "native/thread/threadutil.h"
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#include "Common/CommonWindows.h"
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#include <dsound.h>
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#include "dsoundstream.h"
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namespace DSound
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{
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#define BUFSIZE 0x4000
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#define MAXWAIT 20 //ms
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CRITICAL_SECTION soundCriticalSection;
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HANDLE soundSyncEvent = NULL;
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HANDLE hThread = NULL;
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StreamCallback callback;
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IDirectSound8 *ds = NULL;
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IDirectSoundBuffer *dsBuffer = NULL;
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int bufferSize; // bytes
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int totalRenderedBytes;
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int sampleRate;
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volatile int threadData;
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inline int RoundDown128(int x)
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{
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return x & (~127);
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}
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int DSound_GetSampleRate()
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{
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return sampleRate;
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}
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bool createBuffer()
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{
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PCMWAVEFORMAT pcmwf;
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DSBUFFERDESC dsbdesc;
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memset(&pcmwf, 0, sizeof(PCMWAVEFORMAT));
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memset(&dsbdesc, 0, sizeof(DSBUFFERDESC));
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pcmwf.wf.wFormatTag = WAVE_FORMAT_PCM;
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pcmwf.wf.nChannels = 2;
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pcmwf.wf.nSamplesPerSec = sampleRate = 44100;
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pcmwf.wf.nBlockAlign = 4;
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pcmwf.wf.nAvgBytesPerSec = pcmwf.wf.nSamplesPerSec * pcmwf.wf.nBlockAlign;
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pcmwf.wBitsPerSample = 16;
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dsbdesc.dwSize = sizeof(DSBUFFERDESC);
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dsbdesc.dwFlags = DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_GLOBALFOCUS; // //DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME | DSBCAPS_CTRLFREQUENCY;
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dsbdesc.dwBufferBytes = bufferSize = BUFSIZE; //FIX32(pcmwf.wf.nAvgBytesPerSec); //change to set buffer size
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dsbdesc.lpwfxFormat = (WAVEFORMATEX *)&pcmwf;
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if (SUCCEEDED(ds->CreateSoundBuffer(&dsbdesc, &dsBuffer, NULL)))
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{
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dsBuffer->SetCurrentPosition(0);
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return true;
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}
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else
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{
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dsBuffer = NULL;
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return false;
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}
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}
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bool writeDataToBuffer(DWORD dwOffset, // Our own write cursor.
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char* soundData, // Start of our data.
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DWORD dwSoundBytes) // Size of block to copy.
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{
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void *ptr1, *ptr2;
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DWORD numBytes1, numBytes2;
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// Obtain memory address of write block. This will be in two parts if the block wraps around.
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HRESULT hr=dsBuffer->Lock(dwOffset, dwSoundBytes, &ptr1, &numBytes1, &ptr2, &numBytes2, 0);
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// If the buffer was lost, restore and retry lock.
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/*
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if (DSERR_BUFFERLOST == hr) {
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dsBuffer->Restore();
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hr=dsBuffer->Lock(dwOffset, dwSoundBytes, &ptr1, &numBytes1, &ptr2, &numBytes2, 0);
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} */
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if (SUCCEEDED(hr))
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{
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memcpy(ptr1, soundData, numBytes1);
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if (ptr2!=0)
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memcpy(ptr2, soundData+numBytes1, numBytes2);
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// Release the data back to DirectSound.
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dsBuffer->Unlock(ptr1, numBytes1, ptr2, numBytes2);
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return true;
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}/*
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else
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{
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char temp[8];
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sprintf(temp,"%i\n",hr);
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OutputDebugStringUTF8(temp);
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}*/
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return false;
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}
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inline int ModBufferSize(int x)
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{
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return (x+bufferSize)%bufferSize;
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}
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int currentPos;
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int lastPos;
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short realtimeBuffer[BUFSIZE * 2];
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unsigned int WINAPI soundThread(void *)
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{
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setCurrentThreadName("DSound");
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currentPos = 0;
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lastPos = 0;
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//writeDataToBuffer(0,realtimeBuffer,bufferSize);
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// dsBuffer->Lock(0, bufferSize, (void **)&p1, &num1, (void **)&p2, &num2, 0);
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dsBuffer->Play(0,0,DSBPLAY_LOOPING);
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while (!threadData)
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{
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EnterCriticalSection(&soundCriticalSection);
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dsBuffer->GetCurrentPosition((DWORD *)¤tPos, 0);
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int numBytesToRender = RoundDown128(ModBufferSize(currentPos - lastPos));
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if (numBytesToRender >= 256)
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{
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int numBytesRendered = 4 * (*callback)(realtimeBuffer, numBytesToRender >> 2, 16, 44100, 2);
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//We need to copy the full buffer, regardless of what the mixer claims to have filled
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//If we don't do this then the sound will loop if the sound stops and the mixer writes only zeroes
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numBytesRendered = numBytesToRender;
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writeDataToBuffer(lastPos, (char *) realtimeBuffer, numBytesRendered);
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currentPos = ModBufferSize(lastPos + numBytesRendered);
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totalRenderedBytes += numBytesRendered;
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lastPos = currentPos;
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}
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LeaveCriticalSection(&soundCriticalSection);
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WaitForSingleObject(soundSyncEvent, MAXWAIT);
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}
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dsBuffer->Stop();
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threadData = 2;
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return 0;
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}
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bool DSound_StartSound(HWND window, StreamCallback _callback)
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{
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callback = _callback;
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threadData=0;
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soundSyncEvent=CreateEvent(0,false,false,0);
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InitializeCriticalSection(&soundCriticalSection);
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if (FAILED(DirectSoundCreate8(0,&ds,0)))
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return false;
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ds->SetCooperativeLevel(window,DSSCL_PRIORITY);
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if (!createBuffer())
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return false;
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DWORD num1;
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short *p1;
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dsBuffer->Lock(0, bufferSize, (void **)&p1, &num1, 0, 0, 0);
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memset(p1,0,num1);
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dsBuffer->Unlock(p1,num1,0,0);
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totalRenderedBytes = -bufferSize;
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hThread = (HANDLE)_beginthreadex(0, 0, soundThread, 0, 0, 0);
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SetThreadPriority(hThread, THREAD_PRIORITY_ABOVE_NORMAL);
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return true;
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}
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void DSound_UpdateSound()
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{
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if (soundSyncEvent != NULL)
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SetEvent(soundSyncEvent);
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}
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void DSound_StopSound()
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{
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if (!dsBuffer)
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return;
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EnterCriticalSection(&soundCriticalSection);
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if (threadData == 0)
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threadData = 1;
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if (hThread != NULL)
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{
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WaitForSingleObject(hThread, 1000);
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CloseHandle(hThread);
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hThread = NULL;
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}
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if (threadData == 2)
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{
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if (dsBuffer != NULL)
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dsBuffer->Release();
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dsBuffer = NULL;
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if (ds != NULL)
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ds->Release();
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ds = NULL;
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}
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if (soundSyncEvent != NULL)
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CloseHandle(soundSyncEvent);
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soundSyncEvent = NULL;
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LeaveCriticalSection(&soundCriticalSection);
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}
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int DSound_GetCurSample()
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{
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EnterCriticalSection(&soundCriticalSection);
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int playCursor;
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dsBuffer->GetCurrentPosition((DWORD *)&playCursor,0);
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playCursor = ModBufferSize(playCursor-lastPos)+totalRenderedBytes;
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LeaveCriticalSection(&soundCriticalSection);
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return playCursor;
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}
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float DSound_GetTimer()
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{
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return (float)DSound_GetCurSample()*(1.0f/(4.0f*44100.0f));
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}
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}
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