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Rework how sceAudio sample queueing works internally.
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@@ -1488,7 +1488,7 @@ void DrawAudioChannels(ImConfig &cfg, ImControl &control) {
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ImGui::TableNextColumn();
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char id[2]{};
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id[0] = i + 1;
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ImClickableValue(id, g_audioChans[i].sampleAddress, control, ImCmd::SHOW_IN_MEMORY_VIEWER);
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ImClickableValue(id, g_audioChans[i].sampleAddressUnused, control, ImCmd::SHOW_IN_MEMORY_VIEWER);
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ImGui::TableNextColumn();
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ImGui::Text("%08x", g_audioChans[i].sampleCount);
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ImGui::TableNextColumn();
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@@ -1507,9 +1507,9 @@ void DrawAudioChannels(ImConfig &cfg, ImControl &control) {
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}
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ImGui::TableNextColumn();
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for (auto t : g_audioChans[i].waitingThreads) {
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KernelObject *thread = kernelObjects.GetFast<KernelObject>(t.threadID);
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KernelObject *thread = kernelObjects.GetFast<KernelObject>(t);
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if (thread) {
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ImGui::Text("%s: %d", thread->GetName(), t.numSamples);
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ImGui::Text("%s", thread->GetName());
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}
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}
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ImGui::PopID();
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