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audio: Better variable name
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2552f1625d
commit
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@ -170,14 +170,14 @@ func (p *players) hasSource(src ReadSeekCloser) bool {
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// You can also call Update independently from the game loop as 'async mode'.
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// In this case, audio goes on even when the game stops e.g. by diactivating the screen.
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type Context struct {
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players *players
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playerWriteCh chan []uint8
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playerErrCh chan error
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playerCloseCh chan struct{}
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sampleRate int
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frames int64
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writtenBytes int64
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unwrittenCount int
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players *players
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playerWriteCh chan []uint8
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playerErrCh chan error
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playerCloseCh chan struct{}
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sampleRate int
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frames int64
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writtenBytes int64
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discardingCount int
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}
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var (
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@ -270,8 +270,8 @@ func (c *Context) Update() error {
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return err
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}
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// Discard when the buffer queue seems full.
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if c.unwrittenCount > 0 {
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c.unwrittenCount--
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if c.discardingCount > 0 {
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c.discardingCount--
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return nil
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}
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select {
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@ -280,7 +280,7 @@ func (c *Context) Update() error {
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default:
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// The current buffer size is 1/15 [sec] = 4 [frames].
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// Wait for 5 [frames] which is more than 4.
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c.unwrittenCount = 5
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c.discardingCount = 5
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}
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return nil
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}
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