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Sample Rate adjusted back to original, so pitch is a bit more realistic
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@ -69,7 +69,8 @@ ALuint spkr_disk_ioerr_buf = 0;
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const int spkr_fps = fps;
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const int spkr_seconds = 1;
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const unsigned spkr_sample_rate = 44100;
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const unsigned sfx_sample_rate = 29400; // 22050;
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const unsigned sfx_sample_rate = 22050; // original sample rate
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//const unsigned sfx_sample_rate = 26000; // bit higher pitch
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unsigned spkr_extra_buf = 800 / spkr_fps;
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const unsigned spkr_buf_size = spkr_seconds * spkr_sample_rate * 2 / spkr_fps;
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int16_t spkr_samples [ spkr_buf_size * spkr_fps * BUFFER_COUNT * 2]; // stereo
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@ -518,7 +519,7 @@ void spkr_play_disk_ioerr() {
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}
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void update_disk_sfx( unsigned * time, ALuint src, ALuint * buf ) {
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void update_disk_sfx( unsigned * time, ALuint src ) {
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if ( diskAccelerator_count == 0 ) {
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if ( *time ) {
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if ( --*time == 0 ) {
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@ -530,9 +531,11 @@ void update_disk_sfx( unsigned * time, ALuint src, ALuint * buf ) {
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void spkr_update_disk_sfx() {
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if ( diskAccelerator_count == 0 ) {
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update_disk_sfx( &spkr_play_disk_motor_time, spkr_src[1], &spkr_disk_motor_buf );
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update_disk_sfx( &spkr_play_disk_arm_time, spkr_src[2], &spkr_disk_arm_buf );
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// update_disk_sfx( &spkr_play_disk_ioerr_time, spkr_src[3], &spkr_disk_ioerr_buf );
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update_disk_sfx( &spkr_play_disk_motor_time, spkr_src[1] );
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update_disk_sfx( &spkr_play_disk_arm_time, spkr_src[2] );
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// we do not need to stop playing,
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// however, counter needed to eliminate arm movement noise while in io error
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if ( spkr_play_disk_ioerr_time ) {
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spkr_play_disk_ioerr_time--;
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}
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