Wait until one full fragment is empty before mixing
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@ -82,7 +82,7 @@ static ALuint DSoundProc(ALvoid *ptr)
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IDirectSoundBuffer_GetCurrentPosition(pData->DSsbuffer, &PlayCursor, NULL);
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avail = (PlayCursor-LastCursor+BufferSize) % BufferSize;
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if(avail == 0)
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if(avail < BufferSize/num_frags)
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{
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Sleep(1);
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continue;
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