fix audio overrun
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fad46137a0
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6a029b7e79
@ -256,6 +256,7 @@ void audio_play(const char *path,
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request.freq = AUDIO_FREQUENCY;
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request.format = AUDIO_F32;
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request.channels = 2;
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request.samples = 4096;
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#ifndef TWN_FEATURE_PUSH_AUDIO
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request.callback = audio_callback;
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#endif
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@ -226,6 +226,9 @@ static void main_loop(void) {
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/* TODO: make it works when ctx.ticks_per_second != 60 */
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#ifdef TWN_FEATURE_PUSH_AUDIO
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uint64_t const queued_frames = SDL_GetQueuedAudioSize(ctx.audio_device) / sizeof (float) / 2;
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if (queued_frames >= 4096 * 2)
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SDL_ClearQueuedAudio(ctx.audio_device);
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static uint8_t audio_buffer[(AUDIO_FREQUENCY / 60) * sizeof (float) * 2];
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if (ctx.audio_initialized) {
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audio_callback(NULL, audio_buffer, sizeof audio_buffer);
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