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Fix temporary audio distortions affecting some Macs and iOS devices
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@@ -453,7 +453,8 @@ static void debuggerReloadCallback(GB_gameboy_t *gb)
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if (_audioBufferPosition < nFrames) {
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if (_audioBufferPosition < nFrames) {
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_audioBufferNeeded = nFrames;
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_audioBufferNeeded = nFrames;
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[_audioLock waitUntilDate:[NSDate dateWithTimeIntervalSinceNow:0.125]];
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[_audioLock waitUntilDate:[NSDate dateWithTimeIntervalSinceNow:(double)(_audioBufferNeeded - _audioBufferPosition) / sampleRate]];
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_audioBufferNeeded = 0;
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}
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}
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if (_stopping || GB_debugger_is_stopped(&_gb)) {
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if (_stopping || GB_debugger_is_stopped(&_gb)) {
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@@ -466,7 +467,7 @@ static void debuggerReloadCallback(GB_gameboy_t *gb)
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// Not enough audio
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// Not enough audio
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memset(buffer, 0, (nFrames - _audioBufferPosition) * sizeof(*buffer));
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memset(buffer, 0, (nFrames - _audioBufferPosition) * sizeof(*buffer));
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memcpy(buffer, _audioBuffer, _audioBufferPosition * sizeof(*buffer));
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memcpy(buffer, _audioBuffer, _audioBufferPosition * sizeof(*buffer));
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_audioBufferPosition = 0;
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// Do not reset the audio position to avoid more underflows
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}
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}
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else if (_audioBufferPosition < nFrames + 4800) {
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else if (_audioBufferPosition < nFrames + 4800) {
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memcpy(buffer, _audioBuffer, nFrames * sizeof(*buffer));
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memcpy(buffer, _audioBuffer, nFrames * sizeof(*buffer));
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@@ -736,7 +736,8 @@ static void rumbleCallback(GB_gameboy_t *gb, double amp)
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if (_audioBufferPosition < nFrames) {
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if (_audioBufferPosition < nFrames) {
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_audioBufferNeeded = nFrames;
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_audioBufferNeeded = nFrames;
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[_audioLock waitUntilDate:[NSDate dateWithTimeIntervalSinceNow:0.125]];
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[_audioLock waitUntilDate:[NSDate dateWithTimeIntervalSinceNow:(double)(_audioBufferNeeded - _audioBufferPosition) / sampleRate]];
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_audioBufferNeeded = 0;
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}
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}
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if (_stopping) {
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if (_stopping) {
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@@ -749,7 +750,7 @@ static void rumbleCallback(GB_gameboy_t *gb, double amp)
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// Not enough audio
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// Not enough audio
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memset(buffer, 0, (nFrames - _audioBufferPosition) * sizeof(*buffer));
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memset(buffer, 0, (nFrames - _audioBufferPosition) * sizeof(*buffer));
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memcpy(buffer, _audioBuffer, _audioBufferPosition * sizeof(*buffer));
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memcpy(buffer, _audioBuffer, _audioBufferPosition * sizeof(*buffer));
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_audioBufferPosition = 0;
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// Do not reset the audio position to avoid more underflows
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}
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}
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else if (_audioBufferPosition < nFrames + 4800) {
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else if (_audioBufferPosition < nFrames + 4800) {
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memcpy(buffer, _audioBuffer, nFrames * sizeof(*buffer));
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memcpy(buffer, _audioBuffer, nFrames * sizeof(*buffer));
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