cleanup ISynchronizingAudioBuffer
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2c9d8bba40
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3018abe1f8
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@ -21,20 +21,12 @@ namespace BizHawk.Emulation.Common
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{
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public ZeromusSynchronizer()
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{
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////#ifdef NDEBUG
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_adjustobuf = new Adjustobuf(200, 1000);
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////#else
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////adjustobuf = new Adjustobuf(22000, 44000);
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////#endif
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}
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// adjustobuf(200,1000)
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private bool _mixqueueGo;
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private bool _mixQueueGo;
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public void Clear()
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{
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_adjustobuf.Clear();
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}
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public void Clear() => _adjustobuf.Clear();
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public void EnqueueSample(short left, short right)
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{
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@ -57,11 +49,11 @@ namespace BizHawk.Emulation.Common
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{
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int ctr = 0;
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int done = 0;
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if (!_mixqueueGo)
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if (!_mixQueueGo)
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{
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if (_adjustobuf.Size > 200)
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{
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_mixqueueGo = true;
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_mixQueueGo = true;
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}
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}
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else
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@ -70,7 +62,7 @@ namespace BizHawk.Emulation.Common
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{
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if (_adjustobuf.Size == 0)
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{
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_mixqueueGo = false;
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_mixQueueGo = false;
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break;
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}
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@ -139,7 +131,6 @@ namespace BizHawk.Emulation.Common
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_statsHistory.Dequeue();
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float averageSize = (float)(_rollingTotalSize / _kAverageSize);
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////static int ctr=0; ctr++; if((ctr&127)==0) printf("avg size: %f curr size: %d rate: %f\n",averageSize,size,rate);
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{
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float targetRate;
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if (averageSize < _targetLatency)
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@ -155,7 +146,6 @@ namespace BizHawk.Emulation.Common
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targetRate = 1.0f;
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}
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////rate = moveValueTowards(rate,targetRate,0.001f);
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_rate = targetRate;
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}
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}
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@ -190,21 +180,21 @@ namespace BizHawk.Emulation.Common
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internal class NitsujaSynchronizer : ISynchronizingAudioBuffer
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{
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private struct Ssamp
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private struct StereoSamp
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{
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public readonly short L, R;
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public Ssamp(short left, short right)
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public StereoSamp(short left, short right)
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{
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L = left;
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R = right;
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}
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}
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private readonly List<Ssamp> _sampleQueue = new List<Ssamp>();
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private readonly List<StereoSamp> _sampleQueue = new List<StereoSamp>();
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// returns values going between 0 and y-1 in a saw wave pattern, based on x
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private static int Pingpong(int x, int y)
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private static int PingPong(int x, int y)
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{
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x %= 2 * y;
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if (x >= y)
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@ -221,7 +211,7 @@ namespace BizHawk.Emulation.Common
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////return x;
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}
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private static Ssamp Crossfade(Ssamp lhs, Ssamp rhs, int cur, int start, int end)
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private static StereoSamp CrossFade(StereoSamp lhs, StereoSamp rhs, int cur, int start, int end)
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{
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if (cur <= start)
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{
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@ -244,7 +234,7 @@ namespace BizHawk.Emulation.Common
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int lrv = ((lhs.L * outNum) + (rhs.L * inNum)) / denom;
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int rrv = ((lhs.R * outNum) + (rhs.R * inNum)) / denom;
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return new Ssamp((short)lrv, (short)rrv);
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return new StereoSamp((short)lrv, (short)rrv);
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}
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public void Clear()
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@ -252,30 +242,20 @@ namespace BizHawk.Emulation.Common
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_sampleQueue.Clear();
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}
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private static void EmitSample(short[] outbuf, ref int cursor, Ssamp sample)
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private static void EmitSample(short[] outBuf, ref int cursor, StereoSamp sample)
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{
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outbuf[cursor++] = sample.L;
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outbuf[cursor++] = sample.R;
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outBuf[cursor++] = sample.L;
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outBuf[cursor++] = sample.R;
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}
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private static void EmitSamples(short[] outbuf, ref int outcursor, Ssamp[] samplebuf, int incursor, int samples)
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private static void EmitSamples(short[] outBuf, ref int outCursor, StereoSamp[] sampleBuf, int inCursor, int samples)
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{
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for (int i = 0; i < samples; i++)
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{
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EmitSample(outbuf, ref outcursor, samplebuf[i + incursor]);
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EmitSample(outBuf, ref outCursor, sampleBuf[i + inCursor]);
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}
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}
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private static short Abs(short value)
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{
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if (value < 0)
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{
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return (short)-value;
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}
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return value;
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}
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private static int Abs(int value)
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{
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if (value < 0)
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@ -291,44 +271,44 @@ namespace BizHawk.Emulation.Common
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int cursor = 0;
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for (int i = 0; i < samplesProvided; i++)
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{
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_sampleQueue.Add(new Ssamp(buf[cursor + 0], buf[cursor + 1]));
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_sampleQueue.Add(new StereoSamp(buf[cursor + 0], buf[cursor + 1]));
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cursor += 2;
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}
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}
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public void EnqueueSample(short left, short right)
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{
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_sampleQueue.Add(new Ssamp(left, right));
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_sampleQueue.Add(new StereoSamp(left, right));
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}
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public int OutputSamples(short[] buf, int samplesRequested)
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{
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Console.WriteLine("{0} {1}", samplesRequested, _sampleQueue.Count); // add this line
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int bufcursor = 0;
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int audiosize = samplesRequested;
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int bufCursor = 0;
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int audioSize = samplesRequested;
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int queued = _sampleQueue.Count;
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// I am too lazy to deal with odd numbers
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audiosize &= ~1;
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audioSize &= ~1;
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queued &= ~1;
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if (queued > 0x200 && audiosize > 0) // is there any work to do?
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if (queued > 0x200 && audioSize > 0) // is there any work to do?
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{
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// are we going at normal speed?
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// or more precisely, are the input and output queues/buffers of similar size?
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if (queued > 900 || audiosize > queued * 2)
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if (queued > 900 || audioSize > queued * 2)
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{
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// not normal speed. we have to resample it somehow in this case.
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if (audiosize <= queued)
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if (audioSize <= queued)
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{
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// fast forward speed
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// this is the easy case, just crossfade it and it sounds ok
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for (int i = 0; i < audiosize; i++)
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for (int i = 0; i < audioSize; i++)
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{
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int j = i + queued - audiosize;
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Ssamp outsamp = Crossfade(_sampleQueue[i], _sampleQueue[j], i, 0, audiosize);
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EmitSample(buf, ref bufcursor, outsamp);
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int j = i + queued - audioSize;
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StereoSamp outSamp = CrossFade(_sampleQueue[i], _sampleQueue[j], i, 0, audioSize);
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EmitSample(buf, ref bufCursor, outSamp);
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}
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}
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else
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@ -346,7 +326,7 @@ namespace BizHawk.Emulation.Common
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//
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// queued (this axis represents the index we sample from. the top means the end of the queue)
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// ^
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// | --> audiosize (this axis represents the output index we write to, right meaning forward in output time/position)
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// | --> audio size (this axis represents the output index we write to, right meaning forward in output time/position)
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// | A C C end
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// A A B C C C
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// A A A B C C C
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@ -361,53 +341,53 @@ namespace BizHawk.Emulation.Common
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// first calculate a shorter-than-full window
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// that has minimal slope at the endpoints
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// (to further reduce crackling, especially in sine waves)
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int beststart = 0, extraAtEnd = 0;
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int bestStart = 0;
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int extraAtEnd;
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{
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int bestend = queued;
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const int Worstdiff = 99999999;
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int beststartdiff = Worstdiff;
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int bestenddiff = Worstdiff;
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int bestEnd = queued;
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const int worstDiff = 99999999;
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int bestStartDiff = worstDiff;
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int bestEndDiff = worstDiff;
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for (int i = 0; i < 128; i += 2)
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{
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int diff = Abs(_sampleQueue[i].L - _sampleQueue[i + 1].L) + Abs(_sampleQueue[i].R - _sampleQueue[i + 1].R);
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if (diff < beststartdiff)
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if (diff < bestStartDiff)
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{
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beststartdiff = diff;
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beststart = i;
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bestStartDiff = diff;
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bestStart = i;
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}
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}
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for (int i = queued - 3; i > queued - 3 - 128; i -= 2)
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{
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int diff = Abs(_sampleQueue[i].L - _sampleQueue[i + 1].L) + Abs(_sampleQueue[i].R - _sampleQueue[i + 1].R);
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if (diff < bestenddiff)
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if (diff < bestEndDiff)
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{
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bestenddiff = diff;
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bestend = i + 1;
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bestEndDiff = diff;
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bestEnd = i + 1;
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}
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}
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extraAtEnd = queued - bestend;
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queued = bestend - beststart;
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extraAtEnd = queued - bestEnd;
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queued = bestEnd - bestStart;
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int oksize = queued;
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while (oksize + (queued * 2) + beststart + extraAtEnd <= samplesRequested)
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int okSize = queued;
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while (okSize + (queued * 2) + bestStart + extraAtEnd <= samplesRequested)
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{
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oksize += queued * 2;
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okSize += queued * 2;
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}
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audiosize = oksize;
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audioSize = okSize;
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for (int x = 0; x < beststart; x++)
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for (int x = 0; x < bestStart; x++)
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{
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EmitSample(buf, ref bufcursor, _sampleQueue[x]);
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EmitSample(buf, ref bufCursor, _sampleQueue[x]);
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}
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// sampleQueue.erase(sampleQueue.begin(), sampleQueue.begin() + beststart);
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_sampleQueue.RemoveRange(0, beststart); // zero 08-nov-2010: did i do this right?
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_sampleQueue.RemoveRange(0, bestStart);
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}
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int midpointX = audiosize >> 1;
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int midpointX = audioSize >> 1;
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int midpointY = queued >> 1;
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// all we need to do here is calculate the X position of the leftmost "B" in the above diagram.
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@ -419,7 +399,7 @@ namespace BizHawk.Emulation.Common
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int midpointXOffset = queued / 2;
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while (true)
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{
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int a = Abs(Pingpong(midpointX - midpointXOffset, queued) - midpointY) - midpointXOffset;
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int a = Abs(PingPong(midpointX - midpointXOffset, queued) - midpointY) - midpointXOffset;
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if (((a > 0) != (prevA > 0) || (a < 0) != (prevA < 0)) && prevA != 999999)
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{
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if (((a + prevA) & 1) != 0) // there's some sort of off-by-one problem with this search since we're moving diagonally...
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@ -441,14 +421,14 @@ namespace BizHawk.Emulation.Common
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int leftMidpointX = midpointX - midpointXOffset;
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int rightMidpointX = midpointX + midpointXOffset;
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int leftMidpointY = Pingpong(leftMidpointX, queued);
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int rightMidpointY = (queued - 1) - Pingpong((int)audiosize - 1 - rightMidpointX + (queued * 2), queued);
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int leftMidpointY = PingPong(leftMidpointX, queued);
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int rightMidpointY = (queued - 1) - PingPong((int)audioSize - 1 - rightMidpointX + (queued * 2), queued);
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// output the left almost-half of the sound (section "A")
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for (int x = 0; x < leftMidpointX; x++)
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{
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int i = Pingpong(x, queued);
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EmitSample(buf, ref bufcursor, _sampleQueue[i]);
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int i = PingPong(x, queued);
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EmitSample(buf, ref bufCursor, _sampleQueue[i]);
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}
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// output the middle stretch (section "B")
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@ -457,75 +437,61 @@ namespace BizHawk.Emulation.Common
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int dyMidRight = (rightMidpointY > midpointY) ? 1 : -1;
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for (int x = leftMidpointX; x < midpointX; x++, y += dyMidLeft)
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{
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EmitSample(buf, ref bufcursor, _sampleQueue[y]);
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EmitSample(buf, ref bufCursor, _sampleQueue[y]);
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}
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for (int x = midpointX; x < rightMidpointX; x++, y += dyMidRight)
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{
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EmitSample(buf, ref bufcursor, _sampleQueue[y]);
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EmitSample(buf, ref bufCursor, _sampleQueue[y]);
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}
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// output the end of the queued sound (section "C")
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for (int x = rightMidpointX; x < audiosize; x++)
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for (int x = rightMidpointX; x < audioSize; x++)
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{
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int i = (queued - 1) - Pingpong((int)audiosize - 1 - x + (queued * 2), queued);
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EmitSample(buf, ref bufcursor, _sampleQueue[i]);
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int i = (queued - 1) - PingPong((int)audioSize - 1 - x + (queued * 2), queued);
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EmitSample(buf, ref bufCursor, _sampleQueue[i]);
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}
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for (int x = 0; x < extraAtEnd; x++)
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{
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int i = queued + x;
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EmitSample(buf, ref bufcursor, _sampleQueue[i]);
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EmitSample(buf, ref bufCursor, _sampleQueue[i]);
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}
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queued += extraAtEnd;
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audiosize += beststart + extraAtEnd;
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audioSize += bestStart + extraAtEnd;
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} // end else
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// sampleQueue.erase(sampleQueue.begin(), sampleQueue.begin() + queued);
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_sampleQueue.RemoveRange(0, queued);
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// zero 08-nov-2010: did i do this right?
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return audiosize;
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return audioSize;
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}
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else
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// normal speed
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// just output the samples straightforwardly.
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//
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// at almost-full speeds (like 50/60 FPS)
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// what will happen is that we rapidly fluctuate between entering this branch
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// and entering the "slow motion speed" branch above.
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// but that's ok! because all of these branches sound similar enough that we can get away with it.
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// so the two cases actually complement each other.
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if (audioSize >= queued)
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{
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// normal speed
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// just output the samples straightforwardly.
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//
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// at almost-full speeds (like 50/60 FPS)
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// what will happen is that we rapidly fluctuate between entering this branch
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// and entering the "slow motion speed" branch above.
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// but that's ok! because all of these branches sound similar enough that we can get away with it.
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// so the two cases actually complement each other.
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if (audiosize >= queued)
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{
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EmitSamples(buf, ref bufcursor, _sampleQueue.ToArray(), 0, queued);
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EmitSamples(buf, ref bufCursor, _sampleQueue.ToArray(), 0, queued);
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_sampleQueue.RemoveRange(0, queued);
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return queued;
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}
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// sampleQueue.erase(sampleQueue.begin(), sampleQueue.begin() + queued);
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_sampleQueue.RemoveRange(0, queued);
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// zero 08-nov-2010: did i do this right?
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return queued;
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}
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else
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{
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EmitSamples(buf, ref bufcursor, _sampleQueue.ToArray(), 0, audiosize);
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// sampleQueue.erase(sampleQueue.begin(), sampleQueue.begin()+audiosize);
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_sampleQueue.RemoveRange(0, audiosize);
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// zero 08-nov-2010: did i do this right?
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return audiosize;
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}
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} // end normal speed
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} // end if there is any work to do
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else
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{
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return 0;
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EmitSamples(buf, ref bufCursor, _sampleQueue.ToArray(), 0, audioSize);
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_sampleQueue.RemoveRange(0, audioSize);
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return audioSize;
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}
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} // output_samples
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} // NitsujaSynchronizer
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return 0;
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}
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}
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internal class VecnaSynchronizer : ISynchronizingAudioBuffer
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{
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@ -540,10 +506,11 @@ namespace BizHawk.Emulation.Common
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// We'll see if it works better or not!
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// It has a min and maximum amount of excess buffer to deal with minor overflows.
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// When fastforwarding, it will discard samples above the maximum excess buffer.
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// When fast-forwarding, it will discard samples above the maximum excess buffer.
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// When underflowing, it will attempt to resample to a certain threshhold.
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// If it underflows beyond that threshhold, it will give up and output silence.
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// When underflowing, it will attempt to resample to a certain thresh
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// old.
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// If it underflows beyond that threshold, it will give up and output silence.
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// Since it has done this, it will go ahead and generate some excess silence in order
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// to restock its excess buffer.
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private struct Sample
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@ -558,7 +525,6 @@ namespace BizHawk.Emulation.Common
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}
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}
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private const int SamplesInOneFrame = 735;
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private const int MaxExcessSamples = 2048;
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private readonly Queue<Sample> _buffer;
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@ -635,7 +601,6 @@ namespace BizHawk.Emulation.Common
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else
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{
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// normal operation
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////Console.WriteLine("samples in buffer {0}, requested {1}", buffer.Count, samples_requested);
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int index = 0;
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for (int i = 0; i < samplesRequested && _buffer.Count > 0; i++)
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{
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@ -241,6 +241,8 @@
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Conout/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Coroutine/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Cpus/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=crossfade/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=crossfading/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=curr/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=CURRINDEX/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=CURRTRACK/@EntryIndexedValue">True</s:Boolean>
|
||||
|
@ -257,6 +259,7 @@
|
|||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Deinterleaved/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=delaminated/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Dendy/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=denom/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=descr/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=desmume/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=desync/@EntryIndexedValue">True</s:Boolean>
|
||||
|
@ -361,6 +364,7 @@
|
|||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Nametables/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=neshawk/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Nintendulator/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Nitsuja/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=nsamp/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Numerics/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=nvidia/@EntryIndexedValue">True</s:Boolean>
|
||||
|
@ -399,6 +403,7 @@
|
|||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Regionable/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=regs/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Renderers/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=resample/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=resampling/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=resizer/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=resync/@EntryIndexedValue">True</s:Boolean>
|
||||
|
@ -455,6 +460,8 @@
|
|||
<s:Boolean x:Key="/Default/UserDictionary/Words/=tvalue/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=UDLR/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Unclick/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=underflowing/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=underflows/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=underrun/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Underruns/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=undriven/@EntryIndexedValue">True</s:Boolean>
|
||||
|
@ -477,6 +484,8 @@
|
|||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Usings/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=vals/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Vblank/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Vecna/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=vecna_0027s/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Vectrex/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Virtua/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Virtualpad/@EntryIndexedValue">True</s:Boolean>
|
||||
|
|
Loading…
Reference in New Issue