mirror of
https://github.com/RetroDECK/Supermodel.git
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442 lines
14 KiB
C++
Executable file
442 lines
14 KiB
C++
Executable file
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Audio.cpp
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*
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* SDL audio playback. Implements the OSD audio interface.
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*/
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#include "Supermodel.h"
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#ifdef SUPERMODEL_OSX
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#include <SDL/SDL.h>
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#include <SDL/SDL_audio.h>
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#else
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#include <SDL.h>
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#include <SDL_audio.h>
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#endif
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#include <cmath>
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#include <algorithm>
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// Model3 audio output is 44.1KHz 2-channel sound and frame rate is 60fps
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#define SAMPLE_RATE 44100
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#define NUM_CHANNELS 2
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#define SUPERMODEL_FPS 60
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#define BYTES_PER_SAMPLE (NUM_CHANNELS * sizeof(INT16))
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#define SAMPLES_PER_FRAME (SAMPLE_RATE / SUPERMODEL_FPS)
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#define BYTES_PER_FRAME (SAMPLES_PER_FRAME * BYTES_PER_SAMPLE)
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#define MAX_LATENCY 100
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static bool enabled = true; // True if sound output is enabled
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static unsigned latency = 20; // Audio latency to use (ie size of audio buffer) as percentage of max buffer size
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static bool underRunLoop = true; // True if should loop back to beginning of buffer on under-run, otherwise sound is just skipped
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static unsigned playSamples = 512; // Size (in samples) of callback play buffer
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static UINT32 audioBufferSize = 0; // Size (in bytes) of audio buffer
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static INT8 *audioBuffer = NULL; // Audio buffer
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static UINT32 writePos = 0; // Current position at which writing into buffer
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static UINT32 playPos = 0; // Current position at which playing data in buffer via callback
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static bool writeWrapped = false; // True if write position has wrapped around at end of buffer but play position has not done so yet
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static unsigned underRuns = 0; // Number of buffer under-runs that have occured
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static unsigned overRuns = 0; // Number of buffer over-runs that have occured
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static AudioCallbackFPtr callback = NULL; // Pointer to audio callback that is called when audio buffer is less than half empty
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static void *callbackData = NULL; // Pointer to data to be passed to audio callback when it is called
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void SetAudioCallback(AudioCallbackFPtr newCallback, void *newData)
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{
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// Lock audio whilst changing callback pointers
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SDL_LockAudio();
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callback = newCallback;
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callbackData = newData;
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SDL_UnlockAudio();
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}
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void SetAudioEnabled(bool newEnabled)
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{
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enabled = newEnabled;
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}
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static void PlayCallback(void *data, Uint8 *stream, int len)
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{
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//printf("PlayCallback(%d) [writePos = %u, writeWrapped = %s, playPos = %u, audioBufferSize = %u]\n",
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// len, writePos, (writeWrapped ? "true" : "false"), playPos, audioBufferSize);
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// Get current write position and adjust it if write has wrapped but play position has not
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UINT32 adjWritePos = writePos;
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if (writeWrapped)
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adjWritePos += audioBufferSize;
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// Check if play position overlaps write position (ie buffer under-run)
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if (playPos + len > adjWritePos)
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{
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underRuns++;
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//printf("Audio buffer under-run #%u in PlayCallback(%d) [writePos = %u, writeWrapped = %s, playPos = %u, audioBufferSize = %u]\n",
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// underRuns, len, writePos, (writeWrapped ? "true" : "false"), playPos, audioBufferSize);
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// See what action to take on under-run
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if (underRunLoop)
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{
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// If loop, then move play position back to beginning of data in buffer
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playPos = adjWritePos + BYTES_PER_FRAME;
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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 so, wrap it around to beginning again (but keep write wrapped flag as before)
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playPos -= audioBufferSize;
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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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writeWrapped = true;
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}
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else
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{
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// Otherwise, just copy silence to audio output stream and exit
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memset(stream, 0, len);
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return;
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}
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}
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INT8* src1;
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INT8* src2;
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UINT32 len1;
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UINT32 len2;
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// Check if play region extends past end of buffer
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if (playPos + len > audioBufferSize)
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{
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// If so, split play region into two
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src1 = audioBuffer + playPos;
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src2 = audioBuffer;
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len1 = audioBufferSize - playPos;
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len2 = len - len1;
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}
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else
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{
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// Otherwise, just copy whole region
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src1 = audioBuffer + playPos;
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src2 = 0;
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len1 = len;
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len2 = 0;
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}
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// Check if audio is enabled
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if (enabled)
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{
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// If so, copy play region into audio output stream
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memcpy(stream, src1, len1);
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// Also, if not looping on under-runs then blank region out
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if (!underRunLoop)
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memset(src1, 0, len1);
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if (len2)
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{
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// If region was split into two, copy second half into audio output stream as well
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memcpy(stream + len1, src2, len2);
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// Also, if not looping on under-runs then blank region out
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if (!underRunLoop)
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memset(src2, 0, len2);
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}
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}
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else
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// Otherwise, just copy silence to audio output stream
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memset(stream, 0, len);
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// Move play position forward for next time
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playPos += len;
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bool bufferFull = adjWritePos + 2 * BYTES_PER_FRAME > playPos + audioBufferSize;
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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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{
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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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writeWrapped = false;
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}
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// If buffer is not full then call audio callback
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if (callback && !bufferFull)
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callback(callbackData);
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}
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static void MixChannels(unsigned numSamples, INT16 *leftBuffer, INT16 *rightBuffer, void *dest, bool flipStereo)
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{
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INT16 *p = (INT16*)dest;
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#if (NUM_CHANNELS == 1)
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for (unsigned i = 0; i < numSamples; i++)
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*p++ = leftBuffer[i] + rightBuffer[i]; // TODO: these should probably be clipped!
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#else
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if (flipStereo) // swap left and right channels
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{
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for (unsigned i = 0; i < numSamples; i++)
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{
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*p++ = leftBuffer[i];
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*p++ = rightBuffer[i];
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}
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}
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else // stereo as God intended!
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{
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for (unsigned i = 0; i < numSamples; i++)
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{
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*p++ = rightBuffer[i];
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*p++ = leftBuffer[i];
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}
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}
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#endif // NUM_CHANNELS
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}
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static void LogAudioInfo(SDL_AudioSpec *fmt)
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{
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InfoLog("Audio device information:");
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InfoLog(" Frequency: %d", fmt->freq);
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InfoLog(" Channels: %d", fmt->channels);
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InfoLog("Sample Format: %d", fmt->format);
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InfoLog("");
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}
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bool OpenAudio()
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{
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// Initialize SDL audio sub-system
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if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0)
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return ErrorLog("Unable to initialize SDL audio sub-system: %s\n", SDL_GetError());
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// Set up audio specification
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SDL_AudioSpec fmt;
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memset(&fmt, 0, sizeof(SDL_AudioSpec));
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fmt.freq = SAMPLE_RATE;
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fmt.channels = NUM_CHANNELS;
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fmt.format = AUDIO_S16SYS;
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fmt.samples = playSamples;
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fmt.callback = PlayCallback;
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// Try opening SDL audio output with that specification
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SDL_AudioSpec obtained;
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if (SDL_OpenAudio(&fmt, &obtained) < 0)
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return ErrorLog("Unable to open 44.1KHz 2-channel audio with SDL: %s\n", SDL_GetError());
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LogAudioInfo(&obtained);
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// Check if obtained format is what we really requested
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if ((obtained.freq!=fmt.freq) || (obtained.channels!=fmt.channels) || (obtained.format!=fmt.format))
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ErrorLog("Incompatible audio settings (44.1KHz, 16-bit required). Check drivers!\n");
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// Check what buffer sample size was actually obtained, and use that
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playSamples = obtained.samples;
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// Create audio buffer
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audioBufferSize = SAMPLE_RATE * BYTES_PER_SAMPLE * latency / MAX_LATENCY;
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int minBufferSize = 3 * BYTES_PER_FRAME;
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audioBufferSize = std::max<int>(minBufferSize, audioBufferSize);
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audioBuffer = new(std::nothrow) INT8[audioBufferSize];
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if (audioBuffer == NULL)
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{
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float audioBufMB = (float)audioBufferSize / (float)0x100000;
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return ErrorLog("Insufficient memory for audio latency buffer (need %1.1f MB).", audioBufMB);
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}
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memset(audioBuffer, 0, sizeof(INT8) * audioBufferSize);
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// Set initial play position to be beginning of buffer and initial write position to be half-way into buffer
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playPos = 0;
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writePos = min<int>(audioBufferSize - BYTES_PER_FRAME, (BYTES_PER_FRAME + audioBufferSize) / 2);
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writeWrapped = false;
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// Reset counters
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underRuns = 0;
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overRuns = 0;
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// Start audio playing
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SDL_PauseAudio(0);
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return OKAY;
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}
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bool OutputAudio(unsigned numSamples, INT16 *leftBuffer, INT16 *rightBuffer, bool flipStereo)
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{
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//printf("OutputAudio(%u) [writePos = %u, writeWrapped = %s, playPos = %u, audioBufferSize = %u]\n",
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// numSamples, writePos, (writeWrapped ? "true" : "false"), playPos, audioBufferSize);
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UINT32 bytesRemaining;
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UINT32 bytesToCopy;
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INT16 *src;
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// Number of samples should never be more than max number of samples per frame
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if (numSamples > SAMPLES_PER_FRAME)
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numSamples = SAMPLES_PER_FRAME;
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// Mix together left and right channels into single chunk of data
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INT16 mixBuffer[NUM_CHANNELS * SAMPLES_PER_FRAME];
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MixChannels(numSamples, leftBuffer, rightBuffer, mixBuffer, flipStereo);
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// Lock SDL audio callback so that it doesn't interfere with following code
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SDL_LockAudio();
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// Calculate number of bytes for current sound chunk
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UINT32 numBytes = numSamples * BYTES_PER_SAMPLE;
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// Get end of current play region (writing must occur past this point)
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UINT32 playEndPos = playPos + BYTES_PER_FRAME;
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// Undo any wrap-around of the write position that may have occured to create following ordering: playPos < playEndPos < writePos
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if (playEndPos > writePos && writeWrapped)
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writePos += audioBufferSize;
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// Check if play region has caught up with write position and now overlaps it (ie buffer under-run)
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if (playEndPos > writePos)
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{
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underRuns++;
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//printf("Audio buffer under-run #%u in OutputAudio(%u) [writePos = %u, writeWrapped = %s, playPos = %u, audioBufferSize = %u, numBytes = %u]\n",
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// underRuns, numSamples, writePos, (writeWrapped ? "true" : "false"), playPos, audioBufferSize, numBytes);
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// See what action to take on under-run
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if (underRunLoop)
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{
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// If loop, then move play position back to beginning of data in buffer
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playPos = writePos + numBytes + BYTES_PER_FRAME;
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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 so, wrap it around to beginning again (but keep write wrapped flag as before)
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playPos -= audioBufferSize;
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else
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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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writeWrapped = true;
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writePos += audioBufferSize;
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}
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}
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else
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{
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// Otherwise, bump write position forward in chunks until it is past end of play region
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do
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{
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writePos += numBytes;
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}
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while (playEndPos > writePos);
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}
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}
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// Check if write position has caught up with play region and now overlaps it (ie buffer over-run)
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bool overRun = writePos + numBytes > playPos + audioBufferSize;
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bool bufferFull = writePos + 2 * BYTES_PER_FRAME > playPos + audioBufferSize;
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// Move write position back to within buffer
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if (writePos >= audioBufferSize)
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writePos -= audioBufferSize;
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// Handle buffer over-run
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if (overRun)
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{
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overRuns++;
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//printf("Audio buffer over-run #%u in OutputAudio(%u) [writePos = %u, writeWrapped = %s, playPos = %u, audioBufferSize = %u, numBytes = %u]\n",
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// overRuns, numSamples, writePos, (writeWrapped ? "true" : "false"), playPos, audioBufferSize, numBytes);
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bufferFull = true;
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// Discard current chunk of data
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goto Finish;
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}
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src = mixBuffer;
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INT8 *dst1;
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INT8 *dst2;
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UINT32 len1;
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UINT32 len2;
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// Check if write region extends past end of buffer
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if (writePos + numBytes > audioBufferSize)
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{
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// If so, split write region into two
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dst1 = audioBuffer + writePos;
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dst2 = audioBuffer;
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len1 = audioBufferSize - writePos;
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len2 = numBytes - len1;
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}
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else
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{
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// Otherwise, just copy whole region
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dst1 = audioBuffer + writePos;
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dst2 = 0;
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len1 = numBytes;
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len2 = 0;
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}
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// Copy chunk to write position in buffer
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bytesRemaining = numBytes;
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bytesToCopy = (bytesRemaining > len1 ? len1 : bytesRemaining);
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memcpy(dst1, src, bytesToCopy);
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// Adjust for number of bytes copied
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bytesRemaining -= bytesToCopy;
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src = (INT16*)((UINT8*)src + bytesToCopy);
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if (bytesRemaining)
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{
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// If write region was split into two, copy second half of chunk into buffer as well
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bytesToCopy = (bytesRemaining > len2 ? len2 : bytesRemaining);
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memcpy(dst2, src, bytesToCopy);
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}
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// Move write position forward for next time
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writePos += numBytes;
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// Check if write position has moved past end of buffer
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if (writePos >= audioBufferSize)
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{
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// If so, wrap it around to beginning again and set write wrapped flag
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writePos -= audioBufferSize;
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writeWrapped = true;
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}
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Finish:
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// Unlock SDL audio callback
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SDL_UnlockAudio();
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// Return whether buffer is half full
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return bufferFull;
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}
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void CloseAudio()
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{
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// Close SDL audio output
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SDL_CloseAudio();
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// Delete audio buffer
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if (audioBuffer != NULL)
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{
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delete[] audioBuffer;
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audioBuffer = NULL;
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}
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} |