Fix some outdated comments about audio
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@ -192,7 +192,7 @@ void reset_audio(uint32_t output_freq) {
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.samples = 0x100, // Fairly small sample count to reduce the latency of internal buffering
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.samples = 0x100, // Fairly small sample count to reduce the latency of internal buffering
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.padding = 0, // unused
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.padding = 0, // unused
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.size = 0, // calculated
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.size = 0, // calculated
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.callback = nullptr,//feed_audio, // Use a callback as QueueAudio causes popping
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.callback = nullptr,
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.userdata = nullptr
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.userdata = nullptr
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};
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};
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@ -229,9 +229,8 @@ int main(int argc, char** argv) {
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printf("Current dir: %ls\n", std::filesystem::current_path().c_str());
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printf("Current dir: %ls\n", std::filesystem::current_path().c_str());
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// Initialize SDL audio.
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// Initialize SDL audio and set the output frequency.
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SDL_InitSubSystem(SDL_INIT_AUDIO);
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SDL_InitSubSystem(SDL_INIT_AUDIO);
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// Pick an initial dummy sample rate; this will be set by the game later to the true sample rate.
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reset_audio(48000);
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reset_audio(48000);
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init();
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init();
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