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<title>dolphin/Source/Core/AudioCommon/Mixer.h, branch 2512</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Merge pull request #13725 from Sam-Belliveau/more-consistent-looping</title>
<updated>2025-08-06T00:02:58+00:00</updated>
<author>
<name>JMC47</name>
<email>JMC4789@gmail.com</email>
</author>
<published>2025-08-06T00:02:58+00:00</published>
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Fade audio after an entire loop</content>
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Fade audio after an entire loop</pre>
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<entry>
<title>AudioCommon/Mixer: Skip sample processing when NullSoundStream is being used.</title>
<updated>2025-07-23T22:53:21+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-07-22T14:11:15+00:00</published>
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<entry>
<title>Fade audio after an entire loop</title>
<updated>2025-06-02T18:37:30+00:00</updated>
<author>
<name>Sam Belliveau</name>
<email>sam.belliveau@gmail.com</email>
</author>
<published>2025-06-02T18:37:30+00:00</published>
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<entry>
<title>AudioCommon: Remove unused includes</title>
<updated>2025-05-25T08:30:41+00:00</updated>
<author>
<name>Dr. Dystopia</name>
<email>jonis9898@hotmail.com</email>
</author>
<published>2025-05-22T09:16:43+00:00</published>
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<entry>
<title>Improve Performance of Granular Buffering + User Adjustable Buffer Size</title>
<updated>2025-04-01T22:17:21+00:00</updated>
<author>
<name>Sam Belliveau</name>
<email>sam.belliveau@gmail.com</email>
</author>
<published>2025-04-01T22:17:21+00:00</published>
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<entry>
<title>AudioCommon: Added Granular Synthesis</title>
<updated>2025-03-14T06:22:35+00:00</updated>
<author>
<name>Sam Belliveau</name>
<email>sam.belliveau@gmail.com</email>
</author>
<published>2025-03-03T01:19:20+00:00</published>
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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>
<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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