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audio: better way to calculate buffer drain wait times.
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@ -1152,9 +1152,8 @@ close_audio_device(SDL_AudioDevice * device)
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Uint32 delay = 0;
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Uint32 delay = 0;
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if (!device->iscapture) {
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if (!device->iscapture) {
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/* x2000: x1000 (cvt to ms) and x2 (alternating DMA buffers). */
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const SDL_AudioSpec *spec = &device->spec;
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const SDL_AudioSpec *spec = &device->spec;
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delay = (Uint32) ((((float)spec->samples) / ((float)spec->freq)) * 2000.0f);
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delay = ((spec.samples * 1000) / spec.freq) * 2;
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}
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}
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/* Lock to make sure an audio callback doesn't fire after we return.
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/* Lock to make sure an audio callback doesn't fire after we return.
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@ -1170,7 +1169,6 @@ close_audio_device(SDL_AudioDevice * device)
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if (delay > 0) {
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if (delay > 0) {
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/* Block the amount that is roughly pending for playback, so we
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/* Block the amount that is roughly pending for playback, so we
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don't drop audio if the process exits right after this call. */
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don't drop audio if the process exits right after this call. */
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printf("audio close: delay for %u ms\n", (unsigned int) delay);
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SDL_Delay(delay);
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SDL_Delay(delay);
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}
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}
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}
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}
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