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Use queued audio duration instead of queued frame count to constrain latency
This avoids latency explosion when we negotiate 10 ms instead of 5 ms audio packets.
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@@ -21,5 +21,6 @@ public:
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private:
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SDL_AudioDeviceID m_AudioDevice;
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void* m_AudioBuffer;
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int m_FrameSize;
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Uint32 m_FrameSize;
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Uint32 m_FrameDurationMs;
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};
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