Misc cleanup (#708)
* Fix typos * Remove unneeded using statements * Enforce var style more * Remove redundant qualifiers * Fix some indentation * Disable naming warnings on files with external enum names * Fix build * Mass find & replace for comments with no spacing * Standardize todo capitalization and for/if spacing
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@@ -32,7 +32,7 @@ namespace Ryujinx.Audio
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{
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int trackId;
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if(!m_TrackIds.TryDequeue(out trackId))
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if (!m_TrackIds.TryDequeue(out trackId))
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{
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trackId = ++lastTrackId;
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}
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@@ -57,7 +57,7 @@ namespace Ryujinx.Audio
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{
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m_Buffers.Enqueue(bufferTag);
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if(m_ReleaseCallbacks.TryGetValue(trackID, out var callback))
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if (m_ReleaseCallbacks.TryGetValue(trackID, out var callback))
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{
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callback?.Invoke();
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}
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@@ -124,10 +124,10 @@ namespace Ryujinx.Audio
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if (ReleasedCount > 0)
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{
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//If we signal, then we also need to have released buffers available
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//to return when GetReleasedBuffers is called.
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//If playback needs to be re-started due to all buffers being processed,
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//then OpenAL zeros the counts (ReleasedCount), so we keep it on the queue.
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// If we signal, then we also need to have released buffers available
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// to return when GetReleasedBuffers is called.
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// If playback needs to be re-started due to all buffers being processed,
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// then OpenAL zeros the counts (ReleasedCount), so we keep it on the queue.
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while (ReleasedCount-- > 0 && QueuedTagsQueue.TryDequeue(out long Tag))
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{
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AL.SourceUnqueueBuffers(SourceId, 1);
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@@ -209,7 +209,7 @@ namespace Ryujinx.Audio
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}
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}
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//If it's not slept it will waste cycles.
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// If it's not slept it will waste cycles.
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Thread.Sleep(10);
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}
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while (KeepPolling);
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@@ -138,7 +138,7 @@ namespace Ryujinx.Audio
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public void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer)
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where T : struct
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{
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if(m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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track.AppendBuffer(bufferTag, buffer);
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}
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@@ -201,12 +201,12 @@ namespace Ryujinx.Audio
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{
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SoundIODevice defaultAudioDevice = audioContext.GetOutputDevice(audioContext.DefaultOutputDeviceIndex);
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if(!defaultAudioDevice.IsRaw)
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if (!defaultAudioDevice.IsRaw)
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{
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return defaultAudioDevice;
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}
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for(var i = 0; i < audioContext.BackendCount; i++)
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for (int i = 0; i < audioContext.BackendCount; i++)
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{
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SoundIODevice audioDevice = audioContext.GetOutputDevice(i);
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@@ -242,26 +242,26 @@ namespace Ryujinx.Audio
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context.Connect();
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context.FlushEvents();
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if(backendDisconnected)
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if (backendDisconnected)
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{
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return false;
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}
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if(context.OutputDeviceCount == 0)
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if (context.OutputDeviceCount == 0)
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{
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return false;
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}
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device = FindNonRawDefaultAudioDevice(context);
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if(device == null || backendDisconnected)
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if (device == null || backendDisconnected)
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{
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return false;
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}
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stream = device.CreateOutStream();
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if(stream == null || backendDisconnected)
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if (stream == null || backendDisconnected)
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{
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return false;
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}
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@@ -274,12 +274,12 @@ namespace Ryujinx.Audio
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}
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finally
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{
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if(stream != null)
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if (stream != null)
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{
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stream.Dispose();
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}
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if(context != null)
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if (context != null)
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{
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context.Dispose();
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}
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@@ -140,7 +140,7 @@ namespace Ryujinx.Audio.SoundIo
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}
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/// <summary>
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/// Attempers to get a <see cref="SoundIoAudioTrack"/> from the pool
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/// Attempts to get a <see cref="SoundIoAudioTrack"/> from the pool
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/// </summary>
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/// <param name="track">The track retrieved from the pool</param>
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/// <returns>True if retrieve was successful</returns>
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