dual gameboy: sound
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@ -727,11 +727,11 @@ namespace BizHawk.Emulation.Consoles.GB
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/// <summary>
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/// sample pairs before resampling
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/// </summary>
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internal short[] soundbuff = new short[(35112 + 2064) * 2];
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short[] soundbuff = new short[(35112 + 2064) * 2];
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/// <summary>
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/// how many sample pairs are in soundbuff
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/// </summary>
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internal int soundbuffcontains = 0;
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int soundbuffcontains = 0;
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Sound.Utilities.SpeexResampler resampler;
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Sound.Utilities.DCFilter dcfilter;
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@ -8,8 +8,15 @@ namespace BizHawk.Emulation.Consoles.GB
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{
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public class GambatteLink : IEmulator, IVideoProvider, ISyncSoundProvider
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{
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bool disposed = false;
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Gameboy L;
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Gameboy R;
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// counter to ensure we do 35112 samples per frame
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int overflowL = 0;
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int overflowR = 0;
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const int SampPerFrame = 35112;
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Consoles.Nintendo.SNES.LibsnesCore.SnesSaveController LCont = new Nintendo.SNES.LibsnesCore.SnesSaveController(Gameboy.GbController);
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Consoles.Nintendo.SNES.LibsnesCore.SnesSaveController RCont = new Nintendo.SNES.LibsnesCore.SnesSaveController(Gameboy.GbController);
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@ -38,6 +45,11 @@ namespace BizHawk.Emulation.Consoles.GB
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Frame = 0;
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LagCount = 0;
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IsLagFrame = false;
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blip_left = new Sound.Utilities.BlipBuffer(1024);
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blip_right = new Sound.Utilities.BlipBuffer(1024);
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blip_left.SetRates(2097152 * 2, 44100);
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blip_right.SetRates(2097152 * 2, 44100);
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}
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public IVideoProvider VideoProvider { get { return this; } }
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@ -83,19 +95,22 @@ namespace BizHawk.Emulation.Consoles.GB
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{
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fixed (int* leftvbuff = &VideoBuffer[0])
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{
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// use pitch to have both cores write to the same video buffer, interleaved
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int* rightvbuff = leftvbuff + 160;
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const int pitch = 160 * 2;
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fixed (short* leftsbuff = L.soundbuff, rightsbuff = R.soundbuff)
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fixed (short* leftsbuff = LeftBuffer, rightsbuff = RightBuffer)
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{
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const int step = 32; // could be 1024 for GB
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int nL = 0;
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int nR = 0;
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int nL = overflowL;
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int nR = overflowR;
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for (int target = step; target <= 35112; target += step)
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// slowly step our way through the frame, while continually checking and resolving link cable status
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for (int target = 0; target < SampPerFrame;)
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{
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target += step;
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if (nL < target)
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{
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@ -129,18 +144,21 @@ namespace BizHawk.Emulation.Consoles.GB
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}
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}
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overflowL = nL - SampPerFrame;
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overflowR = nR - SampPerFrame;
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if (overflowL < 0 || overflowR < 0)
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throw new Exception("Sound problem?");
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if (rendersound)
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{
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L.soundbuffcontains = nL;
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R.soundbuffcontains = nR;
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PrepSound();
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}
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else
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{
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L.soundbuffcontains = 0;
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R.soundbuffcontains = 0;
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}
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// copy extra samples back to beginning
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for (int i = 0; i < overflowL * 2; i++)
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LeftBuffer[i] = LeftBuffer[i + SampPerFrame * 2];
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for (int i = 0; i < overflowR * 2; i++)
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RightBuffer[i] = RightBuffer[i + SampPerFrame * 2];
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}
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}
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@ -234,6 +252,10 @@ namespace BizHawk.Emulation.Consoles.GB
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writer.Write(IsLagFrame);
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writer.Write(LagCount);
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writer.Write(Frame);
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writer.Write(overflowL);
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writer.Write(overflowR);
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writer.Write(LatchL);
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writer.Write(LatchR);
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}
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public void LoadStateBinary(BinaryReader reader)
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@ -244,6 +266,10 @@ namespace BizHawk.Emulation.Consoles.GB
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IsLagFrame = reader.ReadBoolean();
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LagCount = reader.ReadInt32();
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Frame = reader.ReadInt32();
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overflowL = reader.ReadInt32();
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overflowR = reader.ReadInt32();
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LatchL = reader.ReadInt32();
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LatchR = reader.ReadInt32();
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}
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public byte[] SaveStateBinary()
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@ -271,15 +297,18 @@ namespace BizHawk.Emulation.Consoles.GB
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public void Dispose()
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{
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if (L != null)
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if (!disposed)
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{
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L.Dispose();
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L = null;
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}
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if (R != null)
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{
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R.Dispose();
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R = null;
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blip_left.Dispose();
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blip_left = null;
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blip_right.Dispose();
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blip_right = null;
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disposed = true;
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}
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}
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@ -290,16 +319,66 @@ namespace BizHawk.Emulation.Consoles.GB
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public int BufferHeight { get { return 144; } }
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public int BackgroundColor { get { return unchecked((int)0xff000000); } }
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// we tried using the left and right buffers and then mixing them together... it was kind of a mess of code, and slow
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Sound.Utilities.BlipBuffer blip_left;
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Sound.Utilities.BlipBuffer blip_right;
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short[] LeftBuffer = new short[(35112 + 2064) * 2];
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short[] RightBuffer = new short[(35112 + 2064) * 2];
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short[] SampleBuffer = new short[1536];
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int SampleBufferContains = 0;
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int LatchL;
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int LatchR;
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void PrepSound()
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{
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unsafe
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{
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fixed (short* sl = LeftBuffer, sr = RightBuffer)
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{
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for (uint i = 0; i < SampPerFrame * 2; i += 2)
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{
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// gameboy audio output is mono, so ignore one sample
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int s = sl[i];
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if (s != LatchL)
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{
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blip_left.AddDelta(i, s - LatchL);
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LatchL = s;
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}
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s = sr[i];
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if (s != LatchR)
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{
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blip_right.AddDelta(i, s - LatchR);
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LatchR = s;
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}
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}
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}
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}
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blip_left.EndFrame(SampPerFrame * 2);
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blip_right.EndFrame(SampPerFrame * 2);
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int count = blip_left.SamplesAvailable();
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if (count != blip_right.SamplesAvailable())
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throw new Exception("Sound problem?");
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blip_left.ReadSamplesLeft(SampleBuffer, count);
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blip_right.ReadSamplesRight(SampleBuffer, count);
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SampleBufferContains = count;
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}
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public void GetSamples(out short[] samples, out int nsamp)
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{
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// TODO
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samples = new short[735 * 2];
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nsamp = 735;
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nsamp = SampleBufferContains;
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samples = SampleBuffer;
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}
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public void DiscardSamples()
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{
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// TODO
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SampleBufferContains = 0;
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}
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}
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}
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@ -69,6 +69,8 @@ namespace BizHawk.Emulation.Sound.Utilities
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samples. Returns number of samples actually read. */
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[DllImport("blip_buf.dll", CallingConvention = CallingConvention.Cdecl)]
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public static extern int blip_read_samples(IntPtr context, short[] @out, int count, int stereo);
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[DllImport("blip_buf.dll", CallingConvention = CallingConvention.Cdecl)]
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public static extern int blip_read_samples(IntPtr context, IntPtr @out, int count, int stereo);
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/** Frees buffer. No effect if NULL is passed. */
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[DllImport("blip_buf.dll", CallingConvention = CallingConvention.Cdecl)]
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@ -136,5 +138,24 @@ namespace BizHawk.Emulation.Sound.Utilities
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throw new ArgumentOutOfRangeException();
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return BlipBufDll.blip_read_samples(context, output, count, stereo ? 1 : 0);
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}
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public int ReadSamplesLeft(short[] output, int count)
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{
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if (output.Length < count * 2)
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throw new ArgumentOutOfRangeException();
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return BlipBufDll.blip_read_samples(context, output, count, 1);
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}
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public int ReadSamplesRight(short[] output, int count)
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{
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if (output.Length < count * 2)
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throw new ArgumentOutOfRangeException();
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unsafe
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{
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fixed (short* s = &output[1])
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return BlipBufDll.blip_read_samples(context, new IntPtr(s), count, 1);
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}
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}
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}
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}
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