c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
236 lines
6.6 KiB
C++
236 lines
6.6 KiB
C++
/*************************************************************************/
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/* audio_driver_xaudio2.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "audio_driver_xaudio2.h"
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#include "globals.h"
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#include "os/os.h"
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const char * AudioDriverXAudio2::get_name() const
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{
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return "XAudio2";
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}
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Error AudioDriverXAudio2::init() {
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active = false;
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thread_exited = false;
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exit_thread = false;
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pcm_open = false;
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samples_in = NULL;
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mix_rate = 48000;
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output_format = OUTPUT_STEREO;
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channels = 2;
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int latency = GLOBAL_DEF("audio/output_latency", 25);
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buffer_size = nearest_power_of_2(latency * mix_rate / 1000);
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samples_in = memnew_arr(int32_t, buffer_size*channels);
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for (int i = 0; i < AUDIO_BUFFERS; i++) {
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samples_out[i] = memnew_arr(int16_t, buffer_size*channels);
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xaudio_buffer[i].AudioBytes = buffer_size * channels * sizeof(int16_t);
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xaudio_buffer[i].pAudioData = (const BYTE*)(samples_out[i]);
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xaudio_buffer[i].Flags = 0;
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}
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HRESULT hr;
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hr = XAudio2Create(&xaudio, 0, XAUDIO2_DEFAULT_PROCESSOR);
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if (hr != S_OK) {
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ERR_EXPLAIN("Error creating XAudio2 engine.");
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ERR_FAIL_V(ERR_UNAVAILABLE);
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}
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hr = xaudio->CreateMasteringVoice(&mastering_voice);
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if (hr != S_OK) {
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ERR_EXPLAIN("Error creating XAudio2 mastering voice.");
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ERR_FAIL_V(ERR_UNAVAILABLE);
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}
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wave_format.nChannels = channels;
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wave_format.cbSize = 0;
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wave_format.nSamplesPerSec = mix_rate;
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wave_format.wFormatTag = WAVE_FORMAT_PCM;
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wave_format.wBitsPerSample = 16;
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wave_format.nBlockAlign = channels * wave_format.wBitsPerSample >> 3;
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wave_format.nAvgBytesPerSec = mix_rate * wave_format.nBlockAlign;
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hr = xaudio->CreateSourceVoice(&source_voice, &wave_format, 0, XAUDIO2_MAX_FREQ_RATIO, &voice_callback);
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if (hr != S_OK) {
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ERR_EXPLAIN("Error creating XAudio2 source voice. " + itos(hr));
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ERR_FAIL_V(ERR_UNAVAILABLE);
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}
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mutex = Mutex::create();
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thread = Thread::create(AudioDriverXAudio2::thread_func, this);
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return OK;
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};
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void AudioDriverXAudio2::thread_func(void* p_udata) {
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AudioDriverXAudio2* ad = (AudioDriverXAudio2*)p_udata;
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uint64_t usdelay = (ad->buffer_size / float(ad->mix_rate)) * 1000000;
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while (!ad->exit_thread) {
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if (!ad->active) {
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for (int i = 0; i < AUDIO_BUFFERS; i++) {
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ad->xaudio_buffer[i].Flags = XAUDIO2_END_OF_STREAM;
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}
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} else {
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ad->lock();
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ad->audio_server_process(ad->buffer_size, ad->samples_in);
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ad->unlock();
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for (unsigned int i = 0;i < ad->buffer_size*ad->channels;i++) {
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ad->samples_out[ad->current_buffer][i] = ad->samples_in[i] >> 16;
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}
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ad->xaudio_buffer[ad->current_buffer].Flags = 0;
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ad->xaudio_buffer[ad->current_buffer].AudioBytes = ad->buffer_size * ad->channels * sizeof(int16_t);
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ad->xaudio_buffer[ad->current_buffer].pAudioData = (const BYTE*)(ad->samples_out[ad->current_buffer]);
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ad->xaudio_buffer[ad->current_buffer].PlayBegin = 0;
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ad->source_voice->SubmitSourceBuffer(&(ad->xaudio_buffer[ad->current_buffer]));
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ad->current_buffer = (ad->current_buffer + 1) % AUDIO_BUFFERS;
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XAUDIO2_VOICE_STATE state;
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while (ad->source_voice->GetState(&state), state.BuffersQueued > AUDIO_BUFFERS - 1)
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{
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WaitForSingleObject(ad->voice_callback.buffer_end_event, INFINITE);
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}
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}
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};
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ad->thread_exited = true;
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};
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void AudioDriverXAudio2::start() {
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active = true;
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HRESULT hr = source_voice->Start(0);
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if (hr != S_OK) {
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ERR_EXPLAIN("XAudio2 start error " + itos(hr));
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ERR_FAIL();
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}
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};
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int AudioDriverXAudio2::get_mix_rate() const {
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return mix_rate;
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};
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AudioDriverSW::OutputFormat AudioDriverXAudio2::get_output_format() const {
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return output_format;
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};
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float AudioDriverXAudio2::get_latency() {
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XAUDIO2_PERFORMANCE_DATA perf_data;
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xaudio->GetPerformanceData(&perf_data);
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if (perf_data.CurrentLatencyInSamples) {
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return (float)(perf_data.CurrentLatencyInSamples / ((float)mix_rate));
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} else {
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return 0;
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}
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}
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void AudioDriverXAudio2::lock() {
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if (!thread || !mutex)
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return;
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mutex->lock();
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};
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void AudioDriverXAudio2::unlock() {
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if (!thread || !mutex)
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return;
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mutex->unlock();
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};
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void AudioDriverXAudio2::finish() {
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if (!thread)
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return;
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exit_thread = true;
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Thread::wait_to_finish(thread);
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if (source_voice) {
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source_voice->Stop(0);
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source_voice->DestroyVoice();
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}
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if (samples_in) {
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memdelete_arr(samples_in);
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};
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if (samples_out[0]) {
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for (int i = 0; i < AUDIO_BUFFERS; i++) {
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memdelete_arr(samples_out[i]);
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}
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};
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mastering_voice->DestroyVoice();
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memdelete(thread);
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if (mutex)
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memdelete(mutex);
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thread = NULL;
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};
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AudioDriverXAudio2::AudioDriverXAudio2() {
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mutex = NULL;
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thread = NULL;
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wave_format = { 0 };
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for (int i = 0; i < AUDIO_BUFFERS; i++) {
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xaudio_buffer[i] = { 0 };
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samples_out[i] = 0;
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}
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current_buffer = 0;
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};
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AudioDriverXAudio2::~AudioDriverXAudio2() {
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};
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