forked from MoonsideGames/MoonWorks
restructure audio cleanup
parent
450b08cbd8
commit
385783a846
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@ -64,12 +64,16 @@ namespace MoonWorks.Audio
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};
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};
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}
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}
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protected override unsafe void DisposeUnmanagedState()
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protected override unsafe void Dispose(bool disposing)
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{
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if (!IsDisposed)
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{
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{
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if (OwnsBufferData)
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if (OwnsBufferData)
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{
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{
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NativeMemory.Free((void*) BufferDataPtr);
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NativeMemory.Free((void*) BufferDataPtr);
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}
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}
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}
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}
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base.Dispose(disposing);
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}
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}
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}
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}
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}
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@ -90,9 +90,16 @@ namespace MoonWorks.Audio
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/// <summary>
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/// <summary>
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/// Unloads the Ogg data, freeing resources.
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/// Unloads the Ogg data, freeing resources.
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/// </summary>
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/// </summary>
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public override void Unload()
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public override unsafe void Unload()
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{
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{
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DisposeUnmanagedState();
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if (Loaded)
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{
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FAudio.stb_vorbis_close(VorbisHandle);
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NativeMemory.Free((void*) FileDataPtr);
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VorbisHandle = IntPtr.Zero;
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FileDataPtr = IntPtr.Zero;
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}
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}
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}
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/// <summary>
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/// <summary>
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@ -136,17 +143,5 @@ namespace MoonWorks.Audio
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(uint) lengthInBytes,
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(uint) lengthInBytes,
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true);
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true);
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}
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}
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protected override unsafe void DisposeUnmanagedState()
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{
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if (Loaded)
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{
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FAudio.stb_vorbis_close(VorbisHandle);
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NativeMemory.Free((void*) FileDataPtr);
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VorbisHandle = IntPtr.Zero;
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FileDataPtr = IntPtr.Zero;
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}
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}
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}
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}
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}
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}
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@ -99,9 +99,16 @@ namespace MoonWorks.Audio
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/// <summary>
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/// <summary>
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/// Unloads the qoa data, freeing resources.
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/// Unloads the qoa data, freeing resources.
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/// </summary>
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/// </summary>
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public override void Unload()
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public override unsafe void Unload()
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{
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{
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DisposeUnmanagedState();
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if (Loaded)
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{
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FAudio.qoa_close(QoaHandle);
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NativeMemory.Free((void*) FileDataPtr);
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QoaHandle = IntPtr.Zero;
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FileDataPtr = IntPtr.Zero;
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}
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}
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}
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/// <summary>
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/// <summary>
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@ -153,17 +160,5 @@ namespace MoonWorks.Audio
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((UInt64)(bytes[4]) << 24) | ((UInt64)(bytes[5]) << 16) |
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((UInt64)(bytes[4]) << 24) | ((UInt64)(bytes[5]) << 16) |
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((UInt64)(bytes[6]) << 8) | ((UInt64)(bytes[7]) << 0);
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((UInt64)(bytes[6]) << 8) | ((UInt64)(bytes[7]) << 0);
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}
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}
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protected override unsafe void DisposeUnmanagedState()
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{
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if (Loaded)
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{
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FAudio.qoa_close(QoaHandle);
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NativeMemory.Free((void*) FileDataPtr);
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QoaHandle = IntPtr.Zero;
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FileDataPtr = IntPtr.Zero;
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}
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}
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}
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}
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}
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}
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@ -36,5 +36,14 @@ namespace MoonWorks.Audio
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/// <param name="filledLengthInBytes">How much data was actually filled in by the decode.</param>
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/// <param name="filledLengthInBytes">How much data was actually filled in by the decode.</param>
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/// <param name="reachedEnd">Whether the end of the data was reached on this decode.</param>
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/// <param name="reachedEnd">Whether the end of the data was reached on this decode.</param>
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public abstract unsafe void Decode(void* buffer, int bufferLengthInBytes, out int filledLengthInBytes, out bool reachedEnd);
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public abstract unsafe void Decode(void* buffer, int bufferLengthInBytes, out int filledLengthInBytes, out bool reachedEnd);
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protected override void Dispose(bool disposing)
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{
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if (!IsDisposed)
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{
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Unload();
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}
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base.Dispose(disposing);
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}
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}
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}
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}
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}
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@ -19,23 +19,16 @@ namespace MoonWorks.Audio
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Device.AddResourceReference(SelfReference);
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Device.AddResourceReference(SelfReference);
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}
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}
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protected virtual void DisposeManagedState() { }
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protected virtual void Dispose(bool disposing)
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protected virtual void DisposeUnmanagedState() { }
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protected void Dispose(bool disposing)
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{
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{
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if (!IsDisposed)
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if (!IsDisposed)
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{
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{
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if (disposing)
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if (disposing)
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{
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{
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DisposeManagedState();
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Device.RemoveResourceReference(SelfReference);
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Device.RemoveResourceReference(SelfReference);
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SelfReference.Free();
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SelfReference.Free();
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}
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}
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DisposeUnmanagedState();
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IsDisposed = true;
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IsDisposed = true;
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}
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}
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}
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}
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@ -43,18 +36,11 @@ namespace MoonWorks.Audio
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~AudioResource()
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~AudioResource()
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{
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{
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#if DEBUG
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#if DEBUG
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// If the graphics device associated with this resource was already disposed, we assume
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// If you see this log message, you leaked an audio resource without disposing it!
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// that your game is in the middle of shutting down.
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// We can't clean it up for you because this can cause catastrophic issues.
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if (!IsDisposed && Device != null && !Device.IsDisposed)
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// You should really fix this when it happens.
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{
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// If you see this log message, you leaked a graphics resource without disposing it!
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// This means your game may eventually run out of native memory for mysterious reasons.
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Logger.LogWarn($"A resource of type {GetType().Name} was not Disposed.");
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Logger.LogWarn($"A resource of type {GetType().Name} was not Disposed.");
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}
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#endif
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#endif
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// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
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Dispose(disposing: false);
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}
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}
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public void Dispose()
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public void Dispose()
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@ -214,10 +214,5 @@ namespace MoonWorks.Audio
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PlaybackInitiated = false;
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PlaybackInitiated = false;
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base.Reset();
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base.Reset();
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}
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}
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protected override void DisposeManagedState()
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{
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Stop();
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}
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}
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}
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}
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}
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@ -145,5 +145,22 @@ namespace MoonWorks.Audio
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buffers[i] = (IntPtr) NativeMemory.Alloc(BufferSize);
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buffers[i] = (IntPtr) NativeMemory.Alloc(BufferSize);
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}
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}
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}
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}
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protected override unsafe void Dispose(bool disposing)
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{
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if (!IsDisposed)
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{
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Stop();
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for (int i = 0; i < BUFFER_COUNT; i += 1)
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{
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if (buffers[i] != IntPtr.Zero)
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{
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NativeMemory.Free((void*) buffers[i]);
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}
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}
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}
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base.Dispose(disposing);
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}
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}
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}
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}
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}
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@ -565,10 +565,14 @@ namespace MoonWorks.Audio
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);
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);
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}
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}
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protected override void DisposeUnmanagedState()
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protected override unsafe void Dispose(bool disposing)
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{
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if (!IsDisposed)
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{
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{
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NativeMemory.Free(pMatrixCoefficients);
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NativeMemory.Free(pMatrixCoefficients);
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FAudio.FAudioVoice_DestroyVoice(Handle);
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FAudio.FAudioVoice_DestroyVoice(Handle);
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}
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}
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base.Dispose(disposing);
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}
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}
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}
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}
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}
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