cleanup ISynchronizingAudioBuffer

This commit is contained in:
adelikat 2020-02-26 16:05:37 -06:00
parent 2c9d8bba40
commit 3018abe1f8
2 changed files with 98 additions and 124 deletions

View File

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

View File

@ -241,6 +241,8 @@
<s:Boolean x:Key="/Default/UserDictionary/Words/=Conout/@EntryIndexedValue">True</s:Boolean> <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/=Coroutine/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Cpus/@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/=curr/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=CURRINDEX/@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> <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/=Deinterleaved/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=delaminated/@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/=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/=descr/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=desmume/@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> <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/=Nametables/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=neshawk/@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/=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/=nsamp/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Numerics/@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> <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/=Regionable/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=regs/@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/=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/=resampling/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=resizer/@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> <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/=tvalue/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=UDLR/@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/=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/=underrun/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Underruns/@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> <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/=Usings/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=vals/@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/=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/=Vectrex/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Virtua/@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> <s:Boolean x:Key="/Default/UserDictionary/Words/=Virtualpad/@EntryIndexedValue">True</s:Boolean>