Haydn: Part 1 (#2007)
* Haydn: Part 1 Based on my reverse of audio 11.0.0. As always, core implementation under LGPLv3 for the same reasons as for Amadeus. This place the bases of a more flexible audio system while making audout & audin accurate. This have the following improvements: - Complete reimplementation of audout and audin. - Audin currently only have a dummy backend. - Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL). - Audio Renderer now can output to 5.1 devices when supported. - Audio Renderer init its backend on demand instead of keeping two up all the time. - All backends implementation are now in their own project. - Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this. As a note, games having issues with OpenAL haven't improved and will not because of OpenAL design (stopping when buffers finish playing causing possible audio "pops" when buffers are very small). * Update for latest hexkyz's edits on Switchbrew * audren: Rollback channel configuration changes * Address gdkchan's comments * Fix typo in OpenAL backend driver * Address last comments * Fix a nit * Address gdkchan's comments
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249 changed files with 5614 additions and 2712 deletions
460
Ryujinx.Audio.Backends.SoundIo/SoundIoHardwareDeviceSession.cs
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Ryujinx.Audio.Backends.SoundIo/SoundIoHardwareDeviceSession.cs
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using Ryujinx.Audio.Backends.Common;
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using Ryujinx.Audio.Common;
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using Ryujinx.Memory;
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using SoundIOSharp;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Threading;
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namespace Ryujinx.Audio.Backends.SoundIo
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{
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class SoundIoHardwareDeviceSession : HardwareDeviceSessionOutputBase
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{
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private object _lock = new object();
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private SoundIoHardwareDeviceDriver _driver;
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private Queue<SoundIoAudioBuffer> _queuedBuffers;
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private SoundIOOutStream _outputStream;
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private DynamicRingBuffer _ringBuffer;
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private ulong _playedSampleCount;
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private ManualResetEvent _updateRequiredEvent;
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public SoundIoHardwareDeviceSession(SoundIoHardwareDeviceDriver driver, IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount) : base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount)
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{
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_driver = driver;
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_updateRequiredEvent = _driver.GetUpdateRequiredEvent();
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_queuedBuffers = new Queue<SoundIoAudioBuffer>();
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_ringBuffer = new DynamicRingBuffer();
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SetupOutputStream();
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}
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private void SetupOutputStream()
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{
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_outputStream = _driver.OpenStream(RequestedSampleFormat, RequestedSampleRate, RequestedChannelCount);
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_outputStream.WriteCallback += Update;
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// TODO: Setup other callbacks (errors, ect).
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_outputStream.Open();
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}
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public override ulong GetPlayedSampleCount()
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{
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lock (_lock)
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{
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return _playedSampleCount;
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}
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}
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public override float GetVolume()
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{
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return _outputStream.Volume;
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}
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public override void PrepareToClose() { }
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public override void QueueBuffer(AudioBuffer buffer)
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{
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lock (_lock)
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{
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SoundIoAudioBuffer driverBuffer = new SoundIoAudioBuffer
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{
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DriverIdentifier = buffer.DataPointer,
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SampleCount = GetSampleCount(buffer),
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SamplePlayed = 0,
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};
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_ringBuffer.Write(buffer.Data, 0, buffer.Data.Length);
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_queuedBuffers.Enqueue(driverBuffer);
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}
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}
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public override void SetVolume(float volume)
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{
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_outputStream.SetVolume(volume);
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}
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public override void Start()
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{
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_outputStream.Start();
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_outputStream.Pause(false);
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_driver.FlushContextEvents();
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}
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public override void Stop()
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{
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_outputStream.Pause(true);
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_driver.FlushContextEvents();
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}
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public override void UnregisterBuffer(AudioBuffer buffer) {}
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public override bool WasBufferFullyConsumed(AudioBuffer buffer)
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{
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lock (_lock)
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{
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if (!_queuedBuffers.TryPeek(out SoundIoAudioBuffer driverBuffer))
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{
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return true;
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}
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return driverBuffer.DriverIdentifier != buffer.DataPointer;
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}
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}
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private unsafe void Update(int minFrameCount, int maxFrameCount)
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{
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int bytesPerFrame = _outputStream.BytesPerFrame;
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uint bytesPerSample = (uint)_outputStream.BytesPerSample;
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int bufferedFrames = _ringBuffer.Length / bytesPerFrame;
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int frameCount = Math.Min(bufferedFrames, maxFrameCount);
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if (frameCount == 0)
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{
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return;
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}
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SoundIOChannelAreas areas = _outputStream.BeginWrite(ref frameCount);
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int channelCount = areas.ChannelCount;
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byte[] samples = new byte[frameCount * bytesPerFrame];
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_ringBuffer.Read(samples, 0, samples.Length);
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// This is a huge ugly block of code, but we save
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// a significant amount of time over the generic
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// loop that handles other channel counts.
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// TODO: Is this still right in 2021?
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// Mono
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if (channelCount == 1)
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{
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SoundIOChannelArea area = areas.GetArea(0);
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fixed (byte* srcptr = samples)
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{
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if (bytesPerSample == 1)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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((byte*)area.Pointer)[0] = srcptr[frame * bytesPerFrame];
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area.Pointer += area.Step;
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}
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}
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else if (bytesPerSample == 2)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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((short*)area.Pointer)[0] = ((short*)srcptr)[frame * bytesPerFrame >> 1];
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area.Pointer += area.Step;
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}
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}
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else if (bytesPerSample == 4)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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((int*)area.Pointer)[0] = ((int*)srcptr)[frame * bytesPerFrame >> 2];
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area.Pointer += area.Step;
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}
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}
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else
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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Unsafe.CopyBlockUnaligned((byte*)area.Pointer, srcptr + (frame * bytesPerFrame), bytesPerSample);
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area.Pointer += area.Step;
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}
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}
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}
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}
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// Stereo
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else if (channelCount == 2)
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{
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SoundIOChannelArea area1 = areas.GetArea(0);
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SoundIOChannelArea area2 = areas.GetArea(1);
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fixed (byte* srcptr = samples)
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{
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if (bytesPerSample == 1)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((byte*)area1.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 0];
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// Channel 2
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((byte*)area2.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 1];
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area1.Pointer += area1.Step;
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area2.Pointer += area2.Step;
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}
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}
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else if (bytesPerSample == 2)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((short*)area1.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 0];
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// Channel 2
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((short*)area2.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 1];
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area1.Pointer += area1.Step;
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area2.Pointer += area2.Step;
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}
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}
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else if (bytesPerSample == 4)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((int*)area1.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 0];
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// Channel 2
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((int*)area2.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 1];
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area1.Pointer += area1.Step;
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area2.Pointer += area2.Step;
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}
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}
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else
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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Unsafe.CopyBlockUnaligned((byte*)area1.Pointer, srcptr + (frame * bytesPerFrame) + (0 * bytesPerSample), bytesPerSample);
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// Channel 2
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Unsafe.CopyBlockUnaligned((byte*)area2.Pointer, srcptr + (frame * bytesPerFrame) + (1 * bytesPerSample), bytesPerSample);
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area1.Pointer += area1.Step;
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area2.Pointer += area2.Step;
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}
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}
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}
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}
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// Surround
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else if (channelCount == 6)
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{
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SoundIOChannelArea area1 = areas.GetArea(0);
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SoundIOChannelArea area2 = areas.GetArea(1);
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SoundIOChannelArea area3 = areas.GetArea(2);
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SoundIOChannelArea area4 = areas.GetArea(3);
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SoundIOChannelArea area5 = areas.GetArea(4);
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SoundIOChannelArea area6 = areas.GetArea(5);
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fixed (byte* srcptr = samples)
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{
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if (bytesPerSample == 1)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((byte*)area1.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 0];
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// Channel 2
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((byte*)area2.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 1];
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// Channel 3
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((byte*)area3.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 2];
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// Channel 4
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((byte*)area4.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 3];
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// Channel 5
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((byte*)area5.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 4];
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// Channel 6
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((byte*)area6.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 5];
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area1.Pointer += area1.Step;
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area2.Pointer += area2.Step;
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area3.Pointer += area3.Step;
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area4.Pointer += area4.Step;
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area5.Pointer += area5.Step;
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area6.Pointer += area6.Step;
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}
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}
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else if (bytesPerSample == 2)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((short*)area1.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 0];
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// Channel 2
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((short*)area2.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 1];
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// Channel 3
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((short*)area3.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 2];
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// Channel 4
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((short*)area4.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 3];
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// Channel 5
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((short*)area5.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 4];
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// Channel 6
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((short*)area6.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 5];
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area1.Pointer += area1.Step;
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area2.Pointer += area2.Step;
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area3.Pointer += area3.Step;
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area4.Pointer += area4.Step;
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area5.Pointer += area5.Step;
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area6.Pointer += area6.Step;
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}
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}
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else if (bytesPerSample == 4)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((int*)area1.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 0];
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// Channel 2
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((int*)area2.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 1];
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// Channel 3
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((int*)area3.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 2];
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// Channel 4
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((int*)area4.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 3];
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// Channel 5
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((int*)area5.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 4];
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// Channel 6
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((int*)area6.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 5];
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area1.Pointer += area1.Step;
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area2.Pointer += area2.Step;
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area3.Pointer += area3.Step;
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area4.Pointer += area4.Step;
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area5.Pointer += area5.Step;
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area6.Pointer += area6.Step;
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}
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}
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else
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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Unsafe.CopyBlockUnaligned((byte*)area1.Pointer, srcptr + (frame * bytesPerFrame) + (0 * bytesPerSample), bytesPerSample);
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// Channel 2
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Unsafe.CopyBlockUnaligned((byte*)area2.Pointer, srcptr + (frame * bytesPerFrame) + (1 * bytesPerSample), bytesPerSample);
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// Channel 3
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Unsafe.CopyBlockUnaligned((byte*)area3.Pointer, srcptr + (frame * bytesPerFrame) + (2 * bytesPerSample), bytesPerSample);
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// Channel 4
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Unsafe.CopyBlockUnaligned((byte*)area4.Pointer, srcptr + (frame * bytesPerFrame) + (3 * bytesPerSample), bytesPerSample);
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// Channel 5
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Unsafe.CopyBlockUnaligned((byte*)area5.Pointer, srcptr + (frame * bytesPerFrame) + (4 * bytesPerSample), bytesPerSample);
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// Channel 6
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Unsafe.CopyBlockUnaligned((byte*)area6.Pointer, srcptr + (frame * bytesPerFrame) + (5 * bytesPerSample), bytesPerSample);
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area1.Pointer += area1.Step;
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area2.Pointer += area2.Step;
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area3.Pointer += area3.Step;
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area4.Pointer += area4.Step;
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area5.Pointer += area5.Step;
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area6.Pointer += area6.Step;
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}
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}
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}
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}
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// Every other channel count
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else
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{
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SoundIOChannelArea[] channels = new SoundIOChannelArea[channelCount];
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// Obtain the channel area for each channel
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for (int i = 0; i < channelCount; i++)
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{
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channels[i] = areas.GetArea(i);
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}
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fixed (byte* srcptr = samples)
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{
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for (int frame = 0; frame < frameCount; frame++)
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for (int channel = 0; channel < areas.ChannelCount; channel++)
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{
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// Copy channel by channel, frame by frame. This is slow!
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Unsafe.CopyBlockUnaligned((byte*)channels[channel].Pointer, srcptr + (frame * bytesPerFrame) + (channel * bytesPerSample), bytesPerSample);
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channels[channel].Pointer += channels[channel].Step;
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}
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}
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}
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_outputStream.EndWrite();
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ulong sampleCount = (ulong)(samples.Length / bytesPerSample / channelCount);
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ulong availaibleSampleCount = sampleCount;
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bool needUpdate = false;
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while (availaibleSampleCount > 0 && _queuedBuffers.TryPeek(out SoundIoAudioBuffer driverBuffer))
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{
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ulong sampleStillNeeded = driverBuffer.SampleCount - driverBuffer.SamplePlayed;
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ulong playedAudioBufferSampleCount = Math.Min(sampleStillNeeded, availaibleSampleCount);
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driverBuffer.SamplePlayed += playedAudioBufferSampleCount;
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availaibleSampleCount -= playedAudioBufferSampleCount;
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if (driverBuffer.SamplePlayed == driverBuffer.SampleCount)
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{
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_queuedBuffers.TryDequeue(out _);
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needUpdate = true;
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}
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_playedSampleCount += playedAudioBufferSampleCount;
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}
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// Notify the output if needed.
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if (needUpdate)
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{
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_updateRequiredEvent.Set();
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}
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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lock (_lock)
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{
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PrepareToClose();
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Stop();
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_outputStream.Dispose();
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_driver.Unregister(this);
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}
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}
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}
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public override void Dispose()
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{
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Dispose(true);
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}
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}
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}
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