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Increased samples per frame and readded malloc system
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@ -42,7 +42,7 @@ void AudioThread_CreateNextAudioBuffer(int16_t *samples, uint32_t num_samples);
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GameEngine* GameEngine::Instance;
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static GamePool MemoryPool = {
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.chunk = 2048,
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.chunk = 1024 * 20,
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.cursor = 0,
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.length = 0,
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.memory = nullptr
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@ -437,7 +437,8 @@ extern "C" int32_t OTRConvertHUDXToScreenX(int32_t v) {
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extern "C" void* GameEngine_Malloc(size_t size) {
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// This is really wrong
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return malloc(size);
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// return malloc(size);
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// TODO: Kenix please take a look at this, i think it works but you are better at this
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const auto chunk = MemoryPool.chunk;
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@ -19,7 +19,7 @@ struct GamePool {
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#define SAMPLES_LOW 528
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#define AUDIO_FRAMES_PER_UPDATE 2
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#define NUM_AUDIO_CHANNELS 2
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#define SAMPLES_PER_FRAME (SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 2)
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#define SAMPLES_PER_FRAME (SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 3)
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class GameEngine {
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public:
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