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I think reloads occur after overflow, not before.
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@ -53,10 +53,11 @@ void Dave::get_samples(std::size_t number_of_samples, int16_t *target) {
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// Step 1: divide input clock to 125,000 Hz (?)
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// Step 1: divide input clock to 125,000 Hz (?)
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for(size_t c = 0; c < number_of_samples; c++) {
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for(size_t c = 0; c < number_of_samples; c++) {
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#define update_channel(x) \
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#define update_channel(x) \
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--channels_[x].count; \
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if(!channels_[x].count) { \
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if(!channels_[x].count) { \
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channels_[x].output ^= true; \
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channels_[x].output ^= true; \
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channels_[x].count = channels_[x].reload; \
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channels_[x].count = channels_[x].reload; \
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} else { \
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--channels_[x].count; \
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}
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}
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update_channel(0);
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update_channel(0);
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@ -73,6 +73,7 @@
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debugDocumentVersioning = "YES"
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debugDocumentVersioning = "YES"
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migratedStopOnEveryIssue = "YES"
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migratedStopOnEveryIssue = "YES"
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debugServiceExtension = "internal"
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debugServiceExtension = "internal"
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enableGPUShaderValidationMode = "2"
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allowLocationSimulation = "NO">
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allowLocationSimulation = "NO">
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<BuildableProductRunnable
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<BuildableProductRunnable
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runnableDebuggingMode = "0">
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runnableDebuggingMode = "0">
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