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start botching the FPS limiter
results in shitty audio because it's overflowing the buffer
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@ -734,6 +734,7 @@ void Mix(u32 samples)
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OutputBuffer[OutputWriteOffset + 1] = r >> 1;
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OutputWriteOffset += 2;
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OutputWriteOffset &= ((2*OutputBufferSize)-1);
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if (OutputWriteOffset == OutputReadOffset) printf("!! SOUND FIFO OVERFLOW\n");
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}
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NDS::ScheduleEvent(NDS::Event_SPU, true, 1024*kSamplesPerRun, Mix, kSamplesPerRun);
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