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Do not directly store input sample rate, rather just store a divisor for that sample rate, with it using a fixed dividend of 54000000 * 2.
This should reduce (but not completely eliminate) gradual audio desyncs in dumps. This also allows for accurate sample rates for the GameCube. Completely eliminating gradual audio desyncs will require resampling to an integer sample rate, as nothing seems to support a non-integer sample rate.
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@ -74,7 +74,7 @@ static std::recursive_mutex g_save_thread_mutex;
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static std::thread g_save_thread;
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// Don't forget to increase this after doing changes on the savestate system
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constexpr u32 STATE_VERSION = 143; // Last changed in PR 10784
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constexpr u32 STATE_VERSION = 144; // Last changed in PR 10762
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// Maps savestate versions to Dolphin versions.
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// Versions after 42 don't need to be added to this list,
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