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Big update! Updating all "long int" frame number types to int64_t, so all 3 OSes will produce the same depth and precision on frame numbers. Also removing variable bitrate support temporarily, since it causes more problems than it solves.
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@@ -95,7 +95,7 @@ void AudioBufferSource::prepareToPlay(int, double) { }
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void AudioBufferSource::releaseResources() { }
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// Set the next read position of this source
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void AudioBufferSource::setNextReadPosition (long long newPosition)
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void AudioBufferSource::setNextReadPosition (int64 newPosition)
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{
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// set position (if the new position is in range)
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if (newPosition >= 0 && newPosition < buffer->getNumSamples())
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@@ -103,14 +103,14 @@ void AudioBufferSource::setNextReadPosition (long long newPosition)
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}
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// Get the next read position of this source
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long long AudioBufferSource::getNextReadPosition() const
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int64 AudioBufferSource::getNextReadPosition() const
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{
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// return the next read position
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return position;
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}
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// Get the total length (in samples) of this audio source
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long long AudioBufferSource::getTotalLength() const
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int64 AudioBufferSource::getTotalLength() const
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{
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// Get the length
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return buffer->getNumSamples();
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