Ensure that buffers are available after a signal when GetReleasedBuffers is called (#369)
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c7387be0d2
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1 changed files with 58 additions and 79 deletions
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@ -28,16 +28,12 @@ namespace Ryujinx.Audio.OpenAL
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public PlaybackState State { get; set; }
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private bool ShouldCallReleaseCallback;
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private ConcurrentDictionary<long, int> Buffers;
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private Queue<long> QueuedTagsQueue;
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private Queue<long> ReleasedTagsQueue;
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private int LastReleasedCount;
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private bool Disposed;
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public Track(int SampleRate, ALFormat Format, ReleaseCallback Callback)
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@ -59,8 +55,6 @@ namespace Ryujinx.Audio.OpenAL
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public bool ContainsBuffer(long Tag)
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{
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SyncQueuedTags();
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foreach (long QueuedTag in QueuedTagsQueue)
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{
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if (QueuedTag == Tag)
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@ -72,20 +66,29 @@ namespace Ryujinx.Audio.OpenAL
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return false;
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}
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public long[] GetReleasedBuffers(int MaxCount)
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public long[] GetReleasedBuffers(int Count)
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{
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ClearReleased();
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AL.GetSource(SourceId, ALGetSourcei.BuffersProcessed, out int ReleasedCount);
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ReleasedCount += ReleasedTagsQueue.Count;
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if (Count > ReleasedCount)
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{
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Count = ReleasedCount;
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}
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List<long> Tags = new List<long>();
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HashSet<long> Unique = new HashSet<long>();
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while (MaxCount-- > 0 && ReleasedTagsQueue.TryDequeue(out long Tag))
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while (Count-- > 0 && ReleasedTagsQueue.TryDequeue(out long Tag))
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{
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if (Unique.Add(Tag))
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{
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Tags.Add(Tag);
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}
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Tags.Add(Tag);
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}
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while (Count-- > 0 && QueuedTagsQueue.TryDequeue(out long Tag))
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{
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AL.SourceUnqueueBuffers(SourceId, 1);
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Tags.Add(Tag);
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}
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return Tags.ToArray();
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@ -112,67 +115,27 @@ namespace Ryujinx.Audio.OpenAL
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return Id;
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}
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public void ClearReleased()
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public void CallReleaseCallbackIfNeeded()
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{
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SyncQueuedTags();
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AL.GetSource(SourceId, ALGetSourcei.BuffersProcessed, out int ReleasedCount);
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CheckReleaseChanges(ReleasedCount);
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if (ReleasedCount > 0)
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{
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AL.SourceUnqueueBuffers(SourceId, ReleasedCount);
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}
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}
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//If we signal, then we also need to have released buffers available
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//to return when GetReleasedBuffers is called.
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//If playback needs to be re-started due to all buffers being processed,
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//then OpenAL zeros the counts (ReleasedCount), so we keep it on the queue.
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while (ReleasedCount-- > 0 && QueuedTagsQueue.TryDequeue(out long Tag))
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{
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AL.SourceUnqueueBuffers(SourceId, 1);
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public void CallReleaseCallbackIfNeeded()
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{
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CheckReleaseChanges();
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if (ShouldCallReleaseCallback)
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{
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ShouldCallReleaseCallback = false;
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ReleasedTagsQueue.Enqueue(Tag);
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}
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Callback();
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}
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}
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private void CheckReleaseChanges()
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{
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AL.GetSource(SourceId, ALGetSourcei.BuffersProcessed, out int ReleasedCount);
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CheckReleaseChanges(ReleasedCount);
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}
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private void CheckReleaseChanges(int NewReleasedCount)
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{
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if (LastReleasedCount != NewReleasedCount)
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{
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LastReleasedCount = NewReleasedCount;
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ShouldCallReleaseCallback = true;
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}
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}
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private void SyncQueuedTags()
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{
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AL.GetSource(SourceId, ALGetSourcei.BuffersQueued, out int QueuedCount);
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AL.GetSource(SourceId, ALGetSourcei.BuffersProcessed, out int ReleasedCount);
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QueuedCount -= ReleasedCount;
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while (QueuedTagsQueue.Count > QueuedCount)
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{
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ReleasedTagsQueue.Enqueue(QueuedTagsQueue.Dequeue());
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}
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while (ReleasedTagsQueue.Count > MaxReleased)
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{
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ReleasedTagsQueue.Dequeue();
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}
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}
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public void Dispose()
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{
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Dispose(true);
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@ -266,7 +229,10 @@ namespace Ryujinx.Audio.OpenAL
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{
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if (Tracks.TryRemove(Track, out Track Td))
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{
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Td.Dispose();
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lock (Td)
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{
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Td.Dispose();
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}
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}
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}
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@ -274,7 +240,10 @@ namespace Ryujinx.Audio.OpenAL
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{
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if (Tracks.TryGetValue(Track, out Track Td))
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{
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return Td.ContainsBuffer(Tag);
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lock (Td)
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{
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return Td.ContainsBuffer(Tag);
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}
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}
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return false;
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@ -284,7 +253,10 @@ namespace Ryujinx.Audio.OpenAL
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{
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if (Tracks.TryGetValue(Track, out Track Td))
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{
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return Td.GetReleasedBuffers(MaxCount);
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lock (Td)
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{
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return Td.GetReleasedBuffers(MaxCount);
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}
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}
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return null;
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@ -294,15 +266,18 @@ namespace Ryujinx.Audio.OpenAL
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{
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if (Tracks.TryGetValue(Track, out Track Td))
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{
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int BufferId = Td.AppendBuffer(Tag);
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lock (Td)
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{
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int BufferId = Td.AppendBuffer(Tag);
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int Size = Buffer.Length * Marshal.SizeOf<T>();
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int Size = Buffer.Length * Marshal.SizeOf<T>();
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AL.BufferData<T>(BufferId, Td.Format, Buffer, Size, Td.SampleRate);
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AL.BufferData<T>(BufferId, Td.Format, Buffer, Size, Td.SampleRate);
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AL.SourceQueueBuffer(Td.SourceId, BufferId);
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AL.SourceQueueBuffer(Td.SourceId, BufferId);
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StartPlaybackIfNeeded(Td);
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StartPlaybackIfNeeded(Td);
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}
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}
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}
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@ -310,9 +285,12 @@ namespace Ryujinx.Audio.OpenAL
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{
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if (Tracks.TryGetValue(Track, out Track Td))
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{
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Td.State = PlaybackState.Playing;
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lock (Td)
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{
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Td.State = PlaybackState.Playing;
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StartPlaybackIfNeeded(Td);
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StartPlaybackIfNeeded(Td);
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}
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}
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}
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@ -324,8 +302,6 @@ namespace Ryujinx.Audio.OpenAL
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if (State != ALSourceState.Playing && Td.State == PlaybackState.Playing)
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{
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Td.ClearReleased();
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AL.SourcePlay(Td.SourceId);
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}
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}
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@ -334,9 +310,12 @@ namespace Ryujinx.Audio.OpenAL
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{
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if (Tracks.TryGetValue(Track, out Track Td))
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{
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Td.State = PlaybackState.Stopped;
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lock (Td)
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{
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Td.State = PlaybackState.Stopped;
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AL.SourceStop(Td.SourceId);
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AL.SourceStop(Td.SourceId);
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}
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}
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}
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