Audio: Add dummy device (in case OpenAL fails to load) and unifiate unit tests
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262
src/Nazara/Audio/DummyAudioSource.cpp
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262
src/Nazara/Audio/DummyAudioSource.cpp
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Audio module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Audio/DummyAudioSource.hpp>
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#include <Nazara/Audio/Algorithm.hpp>
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#include <Nazara/Audio/DummyAudioBuffer.hpp>
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#include <Nazara/Core/Algorithm.hpp>
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#include <Nazara/Core/Error.hpp>
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#include <Nazara/Core/Log.hpp>
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#include <Nazara/Core/StackArray.hpp>
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#include <algorithm>
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#include <Nazara/Audio/Debug.hpp>
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namespace Nz
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{
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void DummyAudioSource::EnableLooping(bool loop)
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{
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m_isLooping = loop;
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}
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void DummyAudioSource::EnableSpatialization(bool spatialization)
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{
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m_isSpatialized = spatialization;
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}
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float DummyAudioSource::GetAttenuation() const
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{
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return m_attenuation;
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}
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float DummyAudioSource::GetMinDistance() const
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{
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return m_minDistance;
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}
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float DummyAudioSource::GetPitch() const
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{
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return m_pitch;
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}
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Vector3f DummyAudioSource::GetPosition() const
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{
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return m_position;
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}
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UInt32 DummyAudioSource::GetSampleOffset() const
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{
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UInt64 bufferTime = UpdateTime();
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UInt64 sampleOffset = 0;
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// All processed buffers count in sample offset
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for (const auto& processedBuffer : m_processedBuffers)
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sampleOffset += processedBuffer->GetSampleCount() / GetChannelCount(processedBuffer->GetAudioFormat());
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if (!m_queuedBuffers.empty())
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{
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auto& frontBuffer = m_queuedBuffers.front();
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UInt64 bufferOffset = bufferTime * frontBuffer->GetSampleRate() / 1000;
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UInt64 bufferDuration = frontBuffer->GetSampleCount() / GetChannelCount(frontBuffer->GetAudioFormat());
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sampleOffset += std::min(bufferOffset, bufferDuration);
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}
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return SafeCast<UInt32>(sampleOffset);
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}
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Vector3f DummyAudioSource::GetVelocity() const
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{
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return m_velocity;
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}
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SoundStatus DummyAudioSource::GetStatus() const
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{
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UpdateTime();
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return m_status;
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}
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float DummyAudioSource::GetVolume() const
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{
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return m_volume;
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}
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bool DummyAudioSource::IsLooping() const
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{
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return m_isLooping;
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}
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bool DummyAudioSource::IsSpatializationEnabled() const
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{
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return m_isSpatialized;
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}
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void DummyAudioSource::QueueBuffer(std::shared_ptr<AudioBuffer> audioBuffer)
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{
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NazaraAssert(audioBuffer, "invalid buffer");
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NazaraAssert(audioBuffer->IsCompatibleWith(*GetAudioDevice()), "incompatible buffer");
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m_queuedBuffers.emplace_back(std::static_pointer_cast<DummyAudioBuffer>(audioBuffer));
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}
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void DummyAudioSource::Pause()
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{
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m_playClock.Pause();
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m_status = SoundStatus::Paused;
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}
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void DummyAudioSource::Play()
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{
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if (m_status == SoundStatus::Paused)
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m_playClock.Unpause();
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else
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{
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// playing or stopped, restart
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RequeueBuffers();
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m_playClock.Restart();
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}
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m_status = SoundStatus::Playing;
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}
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void DummyAudioSource::SetAttenuation(float attenuation)
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{
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m_attenuation = attenuation;
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}
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void DummyAudioSource::SetBuffer(std::shared_ptr<AudioBuffer> audioBuffer)
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{
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NazaraAssert(audioBuffer->IsCompatibleWith(*GetAudioDevice()), "incompatible buffer");
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m_queuedBuffers.clear();
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m_queuedBuffers.emplace_back(std::static_pointer_cast<DummyAudioBuffer>(audioBuffer));
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m_processedBuffers.clear();
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}
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void DummyAudioSource::SetMinDistance(float minDistance)
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{
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m_minDistance = minDistance;
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}
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void DummyAudioSource::SetPitch(float pitch)
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{
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m_pitch = pitch;
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}
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void DummyAudioSource::SetPosition(const Vector3f& position)
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{
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m_position = position;
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}
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void DummyAudioSource::SetSampleOffset(UInt32 offset)
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{
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RequeueBuffers();
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if (m_queuedBuffers.empty())
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return;
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std::size_t processedBufferIndex = 0;
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for (; processedBufferIndex < m_queuedBuffers.size(); ++processedBufferIndex)
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{
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UInt32 bufferFrameCount = m_queuedBuffers[processedBufferIndex]->GetSampleCount() / GetChannelCount(m_queuedBuffers[processedBufferIndex]->GetAudioFormat());
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if (offset < bufferFrameCount)
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break;
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offset -= bufferFrameCount;
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m_processedBuffers.emplace_back(std::move(m_queuedBuffers[processedBufferIndex]));
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}
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m_queuedBuffers.erase(m_queuedBuffers.begin(), m_queuedBuffers.begin() + processedBufferIndex);
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assert(!m_queuedBuffers.empty());
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UInt64 timeOffset = 1'000'000ULL * offset / m_queuedBuffers.front()->GetSampleRate();
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m_playClock.Restart(timeOffset, m_playClock.IsPaused());
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}
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void DummyAudioSource::SetVelocity(const Vector3f& velocity)
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{
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m_velocity = velocity;
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}
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void DummyAudioSource::SetVolume(float volume)
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{
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m_volume = volume;
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}
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void DummyAudioSource::Stop()
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{
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m_playClock.Restart(0, true);
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}
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std::shared_ptr<AudioBuffer> DummyAudioSource::TryUnqueueProcessedBuffer()
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{
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UpdateTime();
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if (m_processedBuffers.empty())
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return {};
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auto processedBuffer = std::move(m_processedBuffers.front());
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m_processedBuffers.erase(m_processedBuffers.begin());
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return processedBuffer;
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}
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void DummyAudioSource::UnqueueAllBuffers()
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{
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m_processedBuffers.clear();
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m_queuedBuffers.clear();
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Stop();
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}
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void DummyAudioSource::RequeueBuffers()
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{
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// Put back all processed buffers in the queued buffer queue (for simplicity)
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if (!m_processedBuffers.empty())
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{
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m_queuedBuffers.resize(m_processedBuffers.size() + m_queuedBuffers.size());
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std::move(m_queuedBuffers.begin(), m_queuedBuffers.begin() + m_processedBuffers.size(), m_queuedBuffers.begin() + m_processedBuffers.size());
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std::move(m_processedBuffers.begin(), m_processedBuffers.end(), m_queuedBuffers.begin());
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m_processedBuffers.clear();
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}
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}
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UInt64 DummyAudioSource::UpdateTime() const
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{
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UInt64 currentTime = m_playClock.GetMilliseconds();
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while (!m_queuedBuffers.empty() && currentTime >= m_queuedBuffers.front()->GetDuration())
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{
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auto processedBuffer = std::move(m_queuedBuffers.front());
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m_queuedBuffers.erase(m_queuedBuffers.begin());
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currentTime -= processedBuffer->GetDuration();
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m_processedBuffers.emplace_back(std::move(processedBuffer));
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}
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if (m_queuedBuffers.empty())
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{
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// If looping, replay processed buffers
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if (m_isLooping)
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{
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while (!m_processedBuffers.empty())
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{
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auto queuedBuffer = std::move(m_processedBuffers.front());
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m_processedBuffers.erase(m_processedBuffers.begin());
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m_queuedBuffers.emplace_back(std::move(queuedBuffer));
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if (m_queuedBuffers.back()->GetDuration() > currentTime)
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break;
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currentTime -= m_queuedBuffers.back()->GetDuration();
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}
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}
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else
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m_status = SoundStatus::Stopped;
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}
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m_playClock.Restart(currentTime * 1000, m_playClock.IsPaused()); //< Adjust time
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return currentTime;
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}
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}
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