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Sebanisu avatar Sebanisu commented on May 19, 2024

I got woke up this morning instead of going back to bed I fixed this. It's on my fork right now. I plan on doing a pull request once I get the linux working.

I worked around this issue by swapping from Naudio to Ffmpeg. It works. I feed the audio to a DynamicSoundEffectInstance. A timer runs in the background and when it gets close to running out of audio it runs the GetFrame() function again. This time getting the next bit of audio but starting from LOOPSTART and changing the duration to total-loopstart. It works when the timebase = 1/sample_rate. If we run into files where this isn't the case it won't work and will have to tweak the code. Also if a file is long enough that duration > int32.maxvalue than could also have issues. As duration is stored in a int64 and we are running on 32bit.

from openviii-monogame.

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