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			@ -820,10 +820,10 @@ Sound LoadSoundFromWave(Wave wave) | 
			
		
		
	
		
			
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			        //   1) Convert the whole sound in one go at load time (here). | 
			
		
		
	
		
			
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			        //   2) Convert the audio data in chunks at mixing time. | 
			
		
		
	
		
			
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			        // | 
			
		
		
	
		
			
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			        // I have decided on the first option because it offloads work required for the format conversion to the to the loading stage. The | 
			
		
		
	
		
			
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			        // downside to this is that it uses more memory if the original sound is u8 or s16. | 
			
		
		
	
		
			
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			        // I have decided on the first option because it offloads work required for the format conversion to the to the loading stage. | 
			
		
		
	
		
			
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			        // The downside to this is that it uses more memory if the original sound is u8 or s16. | 
			
		
		
	
		
			
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			        mal_format formatIn  = ((wave.sampleSize == 8) ? mal_format_u8 : ((wave.sampleSize == 16) ? mal_format_s16 : mal_format_f32)); | 
			
		
		
	
		
			
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			        mal_uint32 frameCountIn = wave.sampleCountp">;  // Is wave->sampleCount actually the frame count? That terminology needs to change, if so. | 
			
		
		
	
		
			
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			        mal_uint32 frameCountIn = wave.sampleCounto">/wave.channels; | 
			
		
		
	
		
			
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			        mal_uint32 frameCount = (mal_uint32)mal_convert_frames(NULL, DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, NULL, formatIn, wave.channels, wave.sampleRate, frameCountIn); | 
			
		
		
	
		
			
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			        if (frameCount == 0) TraceLog(LOG_WARNING, "LoadSoundFromWave() : Failed to get frame count for format conversion"); | 
			
		
		
	
	
		
			
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