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								// Copyright (C) 2003 Dolphin Project.
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								// This program is free software: you can redistribute it and/or modify
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								// it under the terms of the GNU General Public License as published by
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								// the Free Software Foundation, version 2.0.
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								// This program is distributed in the hope that it will be useful,
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								// but WITHOUT ANY WARRANTY; without even the implied warranty of
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								// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								// GNU General Public License 2.0 for more details.
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								// A copy of the GPL 2.0 should have been included with the program.
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								// If not, see http://www.gnu.org/licenses/
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								// Official SVN repository and contact information can be found at
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								// http://code.google.com/p/dolphin-emu/
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								#include <string.h>
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								#include "AOSoundStream.h"
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								#include "Mixer.h"
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								#if defined(HAVE_AO) && HAVE_AO
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								void AOSound::SoundLoop()
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								{
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									uint_32 numBytesToRender = 256;
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									ao_initialize();
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									default_driver = ao_default_driver_id();
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									format.bits = 16;
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									format.channels = 2;
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									format.rate = m_mixer->GetSampleRate();
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									format.byte_format = AO_FMT_LITTLE;
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									device = ao_open_live(default_driver, &format, NULL /* no options */);
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									if (!device)
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									{
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										PanicAlert("AudioCommon: Error opening AO device.\n");
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										ao_shutdown();
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										Stop();
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										return;
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									}
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									buf_size = format.bits/8 * format.channels * format.rate;
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									while (!threadData)
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									{
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										m_mixer->Mix(realtimeBuffer, numBytesToRender >> 2);
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										soundCriticalSection.Enter();
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										ao_play(device, (char*)realtimeBuffer, numBytesToRender);
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										soundCriticalSection.Leave();
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										soundSyncEvent.Wait();
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									}
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								}
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								void *soundThread(void *args)
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								{
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									((AOSound *)args)->SoundLoop();
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									return NULL;
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								}
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								bool AOSound::Start()
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								{
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									memset(realtimeBuffer, 0, sizeof(realtimeBuffer));
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									soundSyncEvent.Init();
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									thread = new Common::Thread(soundThread, (void *)this);
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									return true;
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								}
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								void AOSound::Update()
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								{
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									soundSyncEvent.Set();
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								}
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								void AOSound::Stop()
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								{
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									threadData = 1;
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									soundSyncEvent.Set();
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									soundCriticalSection.Enter();
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									delete thread;
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									thread = NULL;
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									if (device)
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										ao_close(device);
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									ao_shutdown();
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									device = NULL;
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									soundCriticalSection.Leave();
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									soundSyncEvent.Shutdown();
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								}
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								AOSound::~AOSound()
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								{
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								}
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								#endif
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