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import AVFoundation | |
import Foundation | |
// The maximum number of audio buffers in flight. Setting to two allows one | |
// buffer to be played while the next is being written. | |
private let kInFlightAudioBuffers: Int = 2 | |
// The number of audio samples per buffer. A lower value reduces latency for | |
// changes but requires more processing but increases the risk of being unable | |
// to fill the buffers in time. A setting of 1024 represents about 23ms of |
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#import <Foundation/Foundation.h> | |
#import <Cocoa/Cocoa.h> | |
#import <CoreVideo/CVDisplayLink.h> | |
@interface SxgeView : NSOpenGLView <NSWindowDelegate> | |
-(void)registerDisplayLink; | |
-(void)renderForTime:(CVTimeStamp)time; | |
-(void)windowWillClose:(NSNotification*)note; |
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Game Boy Sound Operation | |
------------------------ | |
Shay Green (blargg) | |
[email protected] | |
http://www.slack.net/~ant/ | |
** This is an incomplete draft | |
This documents the behavior of Game Boy sound; details which aren't | |
relevant to the observable behavior have been omitted unless they |
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var express = require('express'); | |
var sys = require('sys'); | |
var oauth = require('oauth'); | |
var app = express.createServer(); | |
var _twitterConsumerKey = "YOURTWITTERCONSUMERKEY"; | |
var _twitterConsumerSecret = "YOURTWITTERCONSUMERSECRET"; | |
function consumer() { |
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