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AUDIO: (FM-TOWNS) - whitespace
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@ -86,7 +86,7 @@ PC98AudioCoreInternal::~PC98AudioCoreInternal() {
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_ready = false;
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/*
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*/
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}
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@ -125,10 +125,10 @@ bool PC98AudioCoreInternal::init() {
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return false;
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reset();
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writeReg(0, 0x26, 0xDD);
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writeReg(0, 0x25, 0x01);
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writeReg(0, 0x24, 0x00);
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writeReg(0, 0x24, 0x00);
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writeReg(0, 0x27, 0x30);
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setVolumeChannelMasks(-1, 0);
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@ -470,7 +470,7 @@ int TownsAudioInterfaceInternal::processCommand(int command, va_list &args) {
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if (command < 0 || command > 81)
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return 4;
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int res = (this->*_intfOpcodes[command])(args);
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return res;
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@ -45,8 +45,8 @@ public:
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virtual void loadData(uint8 *data);
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virtual void processEvents();
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virtual void processFrequency();
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virtual void fadeStep();
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virtual void fadeStep();
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const uint8 _idFlag;
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@ -108,7 +108,7 @@ private:
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int16 _vbrModCurVal;
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uint8 _vbrDurLeft;
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uint8 _algorithm;
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const uint8 _keyNum;
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const uint8 _part;
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@ -115,7 +115,7 @@ TownsPC98_FmSynthOperator::TownsPC98_FmSynthOperator(const uint32 tickLength, co
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void TownsPC98_FmSynthOperator::keyOn() {
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if (_keyOn)
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return;
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_keyOn = true;
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//if (_state == kEnvReady)
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_phase = 0;
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@ -1125,7 +1125,7 @@ int TownsPC98_FmSynth::readBuffer(int16 *buffer, const int numSamples) {
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return 0;
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}
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_mixerThreadLockCounter++;
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// This assumes that the numSamples parameter will be the same on most (if not on all) calls to readBuffer(),
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// although I don't know whether this is true for all backends. There is no need to reallocate the temp
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// buffer every time, unless its size needs to be increased.
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@ -1142,13 +1142,13 @@ int TownsPC98_FmSynth::readBuffer(int16 *buffer, const int numSamples) {
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_renderBuffer = new int32[_renderBufferSize];
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memset(_renderBuffer, 0, sizeof(int32) * _renderBufferSize);
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}
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int outSamplesLeft = numSamples >> 1;
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int inSamplesLeft = (int)(_predSmpCount * outSamplesLeft) + 1;
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while (_ready && outSamplesLeft) {
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int render = inSamplesLeft;
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for (int i = 0; i < 2; i++) {
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if (_timers[i].enabled) {
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if (!_timers[i].smpTillCb) {
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@ -1225,7 +1225,7 @@ int TownsPC98_FmSynth::readBuffer(int16 *buffer, const int numSamples) {
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int consumed = 0;
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// Convert rate to the mixer output rate. I don't want to leave that to the mixer, since doing
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// it here allows me the best control over the precise invocation of the timer callbacks.
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// it here allows me the best control over the precise invocation of the timer callbacks.
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for (; consumed < render + _numPending && outSamplesLeft; ++consumed) {
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for (_rateConvCnt -= _outRateMult; _rateConvCnt <= 0 && outSamplesLeft; --outSamplesLeft) {
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_rateConvCnt += _internalRate;
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@ -1259,7 +1259,7 @@ int TownsPC98_FmSynth::getRate() const {
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void TownsPC98_FmSynth::deinit() {
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_mixer->stopHandle(_soundHandle);
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_ready = false;
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_ready = false;
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_timers[0].cb = _timers[1].cb = _timerProcIdle;
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}
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@ -40,7 +40,7 @@
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#endif
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/* Experimental code for emulation of the chip's busy flag wait cycle.
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* Explanation:
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* Explanation:
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* Before attempting a port write a client application would usually read the chip's
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* busy flag and remain in a loop until the flag is cleared. This does not work with
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* an emulator that is on the same thread as the client code (the busy flag will never
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