Wrap long lines to fit within 80 columns across the codebase
Pure whitespace/line-break reformatting (braces, newlines, and line continuations matching this codebase's existing wrap conventions) - no logic, string content, or identifiers changed anywhere. Confirmed via diff against the pre-change tree and by rebuilding + re-running the affected test suites, which produce identical pass/fail results. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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@@ -70,13 +70,16 @@ errorret_t audioStreamDolphinBuffer(audiostream_t *stream) {
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// end of the clip if not looping (or if startFrame already landed past
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// the loop end, e.g. a seek into an outro). See
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// audioStreamComputeEndFrame()'s own comment.
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const size_t endFrame = audioStreamComputeEndFrame(stream, startFrame, totalFrames);
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const size_t endFrame =
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audioStreamComputeEndFrame(stream, startFrame, totalFrames);
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float_t leftFactor, rightFactor;
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audioStreamGetPanFactors(stream, &leftFactor, &rightFactor);
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const float_t baseVolume = stream->volume;
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stream->platform.volumeLeft = (s32) mathClamp(baseVolume * leftFactor * MAX_VOLUME, 0, MAX_VOLUME);
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stream->platform.volumeRight = (s32) mathClamp(baseVolume * rightFactor * MAX_VOLUME, 0, MAX_VOLUME);
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stream->platform.volumeLeft =
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(s32) mathClamp(baseVolume * leftFactor * MAX_VOLUME, 0, MAX_VOLUME);
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stream->platform.volumeRight =
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(s32) mathClamp(baseVolume * rightFactor * MAX_VOLUME, 0, MAX_VOLUME);
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// A fresh pass discards whatever windows were previously queued (both
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// ASND buffer slots) rather than letting it play out - a natural loop
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@@ -140,13 +143,15 @@ errorret_t audioStreamDolphinFeed(audiostream_t *stream) {
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// silently skipping every ASND_AddVoice() call forever after the first
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// window - confirmed the hard way (only ever heard a clip's first
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// buffered window, nothing ever played after it).
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const bool_t ready = ASND_TestVoiceBufferReady(stream->platform.voiceId) == SND_OK;
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const bool_t ready =
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ASND_TestVoiceBufferReady(stream->platform.voiceId) == SND_OK;
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if(stream->platform.primed && !ready) {
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errorOk();
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}
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const size_t frameSize = stream->channels * sizeof(int16_t);
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const size_t framesRemaining = stream->platform.endFrame - stream->platform.position;
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const size_t framesRemaining =
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stream->platform.endFrame - stream->platform.position;
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const size_t framesToRead = mathMin(
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(size_t) AUDIO_DOLPHIN_WINDOW_FRAMES, framesRemaining
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);
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@@ -179,7 +184,8 @@ errorret_t audioStreamDolphinFeed(audiostream_t *stream) {
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}
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if(!stream->platform.primed) {
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const s32 format = stream->channels == 1 ? VOICE_MONO_16BIT : VOICE_STEREO_16BIT;
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const s32 format =
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stream->channels == 1 ? VOICE_MONO_16BIT : VOICE_STEREO_16BIT;
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const s32 pitch = (s32) stream->sampleRate;
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const s32 result = ASND_SetVoice(
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stream->platform.voiceId, format, pitch, 0,
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@@ -221,7 +221,9 @@ errorret_t saveDeviceDolphinCardDataWrite(
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int32_t writeResult = CARD_Write(&file, paddedBuffer, paddedSize, 0);
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CARD_Close(&file);
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memoryFree(paddedBuffer);
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if(writeResult < 0) errorThrow("Failed to write save data: %s", targetFilename);
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if(writeResult < 0) {
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errorThrow("Failed to write save data: %s", targetFilename);
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}
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errorOk();
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}
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@@ -27,7 +27,8 @@ systemdialogtype_t systemGetActiveDialogTypeDolphin(void);
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* ratio of the system. I do believe that Gamecube will only ever return 4:3.
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*
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* Refer to;
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* https://github.com/devkitPro/libogc/blob/20d90e944b83c8991538e88b00b1e5f309428e85/gc/ogc/conf.h#L190
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* https://github.com/devkitPro/libogc/blob/
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* 20d90e944b83c8991538e88b00b1e5f309428e85/gc/ogc/conf.h#L190
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*
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* @return Aspect ratio of the system.
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*/
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@@ -38,7 +39,8 @@ int32_t systemGetAspectRatioDolphin(void);
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* locale management, to try to match the system language if possible.
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*
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* Refer to;
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* https://github.com/devkitPro/libogc/blob/20d90e944b83c8991538e88b00b1e5f309428e85/gc/ogc/conf.h#L190
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* https://github.com/devkitPro/libogc/blob/
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* 20d90e944b83c8991538e88b00b1e5f309428e85/gc/ogc/conf.h#L190
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*
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* On gamecube, refer to;
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* https://libogc.devkitpro.org/system_8h.html
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