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static const
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@ -34,7 +34,7 @@ class MxSoundManager : public MxAudioManager {
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// [library:audio]
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// Upscaling everything to 44.1KHz, since we have various sample rates throughout the game.
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// Not sure how DirectSound handles this when different buffers have different rates.
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const ma_uint32 sampleRate = 44100;
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static const MxU32 sampleRate = 44100;
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static void SDLCALL
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AudioStreamCallback(void* p_userdata, SDL_AudioStream* p_stream, int p_additionalAmount, int p_totalAmount);
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@ -4,7 +4,6 @@
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#include "decomp.h"
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#include "mxsoundpresenter.h"
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#include <dsound.h>
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#include <miniaudio.h>
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// VTABLE: LEGO1 0x100d49a8
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@ -80,13 +79,13 @@ class MxWavePresenter : public MxSoundPresenter {
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MxBool WriteToSoundBuffer(void* p_audioPtr, MxU32 p_length);
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// [library:audio] One chunk has up to 1 second worth of frames
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const MxU32 millisecondsPerChunk = 1000;
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static const MxU32 millisecondsPerChunk = 1000;
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// [library:audio] Store up to 2 chunks worth of frames (same as in original game)
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const MxU32 rbSizeInMilliseconds = millisecondsPerChunk * 2;
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static const MxU32 rbSizeInMilliseconds = millisecondsPerChunk * 2;
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// [library:audio] WAVE_FORMAT_PCM (audio in .SI files only used this format)
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const ma_uint32 supportedFormatTag = 1;
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static const MxU32 supportedFormatTag = 1;
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WaveFormat* m_waveFormat; // 0x54
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ma_pcm_rb m_rb;
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