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Removed setting of writeWrapped to false always on buffer under-run when underRunLoop is true as this is wrong. Suspect this may have been causing looping bug.
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de3e56fc96
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@ -61,11 +61,8 @@ static void PlayCallback(void *data, Uint8 *stream, int len)
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// Check if play position has moved past end of buffer
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// Check if play position has moved past end of buffer
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if (playPos >= audioBufferSize)
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if (playPos >= audioBufferSize)
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{
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// If so, wrap it around to beginning again (but keep write wrapped flag as before)
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// If so, wrap it around to beginning again and reset write wrapped flag
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playPos -= audioBufferSize;
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playPos -= audioBufferSize;
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writeWrapped = false;
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}
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else
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else
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// Otherwise, set write wrapped flag as will now appear as if write has wrapped but play position has not
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// Otherwise, set write wrapped flag as will now appear as if write has wrapped but play position has not
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writeWrapped = true;
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writeWrapped = true;
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@ -243,11 +240,8 @@ void OutputAudio(unsigned numSamples, INT16 *leftBuffer, INT16 *rightBuffer)
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// Check if play position has moved past end of buffer
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// Check if play position has moved past end of buffer
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if (playPos >= audioBufferSize)
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if (playPos >= audioBufferSize)
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{
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// If so, wrap it around to beginning again (but keep write wrapped flag as before)
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// If so, wrap it around to beginning again and reset write wrapped flag
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playPos -= audioBufferSize;
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playPos -= audioBufferSize;
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writeWrapped = false;
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}
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else
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else
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{
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{
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// Otherwise, set write wrapped flag as will now appear as if write has wrapped but play position has not
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// Otherwise, set write wrapped flag as will now appear as if write has wrapped but play position has not
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