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@@ -138,6 +138,7 @@ void RenderAudioSubframe() {
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// NOTE: In the real game, this gets called on the entire audio frame, rather than the subframe.
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// That's probably more efficient, but I didn't wanna change the code to calculate the
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// entire audio buffers at once.
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// This is only used for the movie player, and it seems to work fine with the smaller calls.
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const auto mixData = JASDriver::extMixCallback(DSP_SUBFRAME_SIZE);
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if (mixData) {
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for (int i = 0; i < OutInterleaveBuffer.size(); i++) {
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