VGM export: add speed drift compensation setting
it appears this is the only way to get exports to play at the correct speed in DeadFish's VGM player for Genesis
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5 changed files with 20 additions and 8 deletions
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@ -583,7 +583,7 @@ class DivEngine {
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void processRow(int i, bool afterDelay);
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void nextOrder();
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void nextRow();
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void performVGMWrite(SafeWriter* w, DivSystem sys, DivRegWrite& write, int streamOff, double* loopTimer, double* loopFreq, int* loopSample, bool* sampleDir, bool isSecond, int* pendingFreq, int* playingSample, int* setPos, unsigned int* sampleOff8, unsigned int* sampleLen8, size_t bankOffset, bool directStream, bool* sampleStoppable, bool dpcm07, DivDispatch** writeNES);
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void performVGMWrite(SafeWriter* w, DivSystem sys, DivRegWrite& write, int streamOff, double* loopTimer, double* loopFreq, int* loopSample, bool* sampleDir, bool isSecond, int* pendingFreq, int* playingSample, int* setPos, unsigned int* sampleOff8, unsigned int* sampleLen8, size_t bankOffset, bool directStream, bool* sampleStoppable, bool dpcm07, DivDispatch** writeNES, int rateCorrection);
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// returns true if end of song.
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bool nextTick(bool noAccum=false, bool inhibitLowLat=false);
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bool perSystemEffect(int ch, unsigned char effect, unsigned char effectVal);
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@ -726,7 +726,7 @@ class DivEngine {
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// - x to add x+1 ticks of trailing
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// - -1 to auto-determine trailing
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// - -2 to add a whole loop of trailing
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SafeWriter* saveVGM(bool* sysToExport=NULL, bool loop=true, int version=0x171, bool patternHints=false, bool directStream=false, int trailingTicks=-1, bool dpcm07=false);
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SafeWriter* saveVGM(bool* sysToExport=NULL, bool loop=true, int version=0x171, bool patternHints=false, bool directStream=false, int trailingTicks=-1, bool dpcm07=false, int correctedRate=44100);
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// dump to TIunA.
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SafeWriter* saveTiuna(const bool* sysToExport, const char* baseLabel, int firstBankSize, int otherBankSize);
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// dump command stream.
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