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<title>dolphin/Source/Core/AudioCommon/Mixer.cpp, branch 2409</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<title>Skylander Portal: Play Trap Team Audio</title>
<updated>2023-03-13T00:01:48+00:00</updated>
<author>
<name>Joshua de Reeper</name>
<email>joshua@dereeper.co.nz</email>
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<published>2023-03-05T06:19:00+00:00</published>
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Asserts and length handling
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Asserts and length handling
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<title>CoreTiming: Throttle Before Every Event Using Chrono</title>
<updated>2023-01-06T22:21:17+00:00</updated>
<author>
<name>Sam Belliveau</name>
<email>sam.belliveau@gmail.com</email>
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<published>2023-01-06T22:21:17+00:00</published>
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<entry>
<title>New FrameTime/VBlank Analyzer + Graph</title>
<updated>2022-12-24T00:52:53+00:00</updated>
<author>
<name>Sam Belliveau</name>
<email>sam.belliveau@gmail.com</email>
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<published>2022-12-24T00:52:53+00:00</published>
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<title>Mixer: Add assertions regarding num_samples versus buffer length</title>
<updated>2022-09-08T19:10:10+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-08-25T00:22:39+00:00</published>
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<entry>
<title>Mixer: Use smaller array for PushWiimoteSpeakerSamples</title>
<updated>2022-09-08T19:10:02+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
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<published>2022-09-08T18:32:44+00:00</published>
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<title>Do not directly store input sample rate, rather just store a divisor for that sample rate, with it using a fixed dividend of 54000000 * 2.</title>
<updated>2022-07-03T22:07:06+00:00</updated>
<author>
<name>CasualPokePlayer</name>
<email>50538166+CasualPokePlayer@users.noreply.github.com</email>
</author>
<published>2022-07-03T22:07:06+00:00</published>
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This should reduce (but not completely eliminate) gradual audio desyncs in dumps. This also allows for accurate sample rates for the GameCube.
Completely eliminating gradual audio desyncs will require resampling to an integer sample rate, as nothing seems to support a non-integer sample rate.
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This should reduce (but not completely eliminate) gradual audio desyncs in dumps. This also allows for accurate sample rates for the GameCube.
Completely eliminating gradual audio desyncs will require resampling to an integer sample rate, as nothing seems to support a non-integer sample rate.
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<entry>
<title>have audio dumps apply volume (fixes cases of audio dumps being "too loud" and in game audio controls having no effect)</title>
<updated>2022-06-11T04:27:10+00:00</updated>
<author>
<name>CasualPokePlayer</name>
<email>50538166+CasualPokePlayer@users.noreply.github.com</email>
</author>
<published>2022-06-11T04:27:10+00:00</published>
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<entry>
<title>Core/AudioCommon: Add config caching to Mixer.</title>
<updated>2022-01-06T15:43:43+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
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<published>2022-01-06T15:43:43+00:00</published>
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<entry>
<title>Config: Port TimingVariance setting to new config system.</title>
<updated>2022-01-06T15:13:56+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2022-01-06T01:01:39+00:00</published>
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<entry>
<title>Config: Port emulation speed setting to new config system.</title>
<updated>2022-01-06T15:13:54+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2022-01-05T22:22:07+00:00</published>
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