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<title>dolphin/Source/Core/AudioCommon/Mixer.h, branch 2409</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Use structs for config callback IDs</title>
<updated>2023-08-17T17:19:26+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2023-08-16T19:37:12+00:00</published>
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This way you can't mix up regular config callback IDs and CPU thread
config callback IDs. (It would be rather bad if you did!)
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This way you can't mix up regular config callback IDs and CPU thread
config callback IDs. (It would be rather bad if you did!)
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</entry>
<entry>
<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>
</author>
<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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</entry>
<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>
</author>
<published>2022-12-24T00:52:53+00:00</published>
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<entry>
<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>
<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>
</author>
<published>2022-01-06T15:43:43+00:00</published>
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</entry>
<entry>
<title>Fix all uninitialized variable warnings (C26495)</title>
<updated>2021-10-13T19:32:16+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-09-04T04:43:19+00:00</published>
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<entry>
<title>Mixer: Support GBA samples mixing</title>
<updated>2021-07-13T14:40:07+00:00</updated>
<author>
<name>Bonta</name>
<email>40473493+Bonta0@users.noreply.github.com</email>
</author>
<published>2021-07-04T10:44:56+00:00</published>
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</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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<content type='text'>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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</entry>
<entry>
<title>Allow user to change DPLII decoding quality</title>
<updated>2019-10-23T01:55:15+00:00</updated>
<author>
<name>LAGonauta</name>
<email>lagonauta@gmail.com</email>
</author>
<published>2019-03-18T11:22:27+00:00</published>
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