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Update raudio.c
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@ -478,7 +478,7 @@ void InitAudioDevice(void)
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// Init dummy audio buffers pool for multichannel sound playing
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// Init dummy audio buffers pool for multichannel sound playing
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for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
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for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
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{
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{
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// WARNING: An empty audioBuffer is created (data = 0)
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// WARNING: An empty audio buffer is created (data = 0)
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// AudioBuffer data just points to loaded sound data
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// AudioBuffer data just points to loaded sound data
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AUDIO.MultiChannel.pool[i] = LoadAudioBuffer(AUDIO_DEVICE_FORMAT, AUDIO_DEVICE_CHANNELS, AUDIO.System.device.sampleRate, 0, AUDIO_BUFFER_USAGE_STATIC);
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AUDIO.MultiChannel.pool[i] = LoadAudioBuffer(AUDIO_DEVICE_FORMAT, AUDIO_DEVICE_CHANNELS, AUDIO.System.device.sampleRate, 0, AUDIO_BUFFER_USAGE_STATIC);
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}
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}
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@ -2075,6 +2075,7 @@ static ma_uint32 ReadAudioBufferFramesInMixingFormat(AudioBuffer *audioBuffer, f
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// Sending audio data to device callback function
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// Sending audio data to device callback function
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// This function will be called when miniaudio needs more data
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// NOTE: All the mixing takes place here
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// NOTE: All the mixing takes place here
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static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount)
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static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount)
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{
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{
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