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feat: add multithreaded rendering to the tracker side
The compiled player does not support multithreading, but with this, users can already start composing songs with slightly less powerful machines, even when targeting high-end machines. Related to #199
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@ -86,6 +86,7 @@ func TestRenderSamples(t *testing.T) {
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if err != nil {
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t.Fatalf("bridge compile error: %v", err)
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}
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defer synth.Close()
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synth.Trigger(0, 64)
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buffer := make(sointu.AudioBuffer, su_max_samples)
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err = buffer[:len(buffer)/2].Fill(synth)
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@ -162,6 +163,7 @@ func TestStackUnderflow(t *testing.T) {
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if err != nil {
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t.Fatalf("bridge compile error: %v", err)
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}
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defer synth.Close()
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buffer := make(sointu.AudioBuffer, 1)
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err = buffer.Fill(synth)
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if err == nil {
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@ -178,6 +180,7 @@ func TestStackBalancing(t *testing.T) {
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if err != nil {
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t.Fatalf("bridge compile error: %v", err)
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}
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defer synth.Close()
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buffer := make(sointu.AudioBuffer, 1)
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err = buffer.Fill(synth)
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if err == nil {
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@ -211,6 +214,7 @@ func TestStackOverflow(t *testing.T) {
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if err != nil {
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t.Fatalf("bridge compile error: %v", err)
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}
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defer synth.Close()
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buffer := make(sointu.AudioBuffer, 1)
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err = buffer.Fill(synth)
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if err == nil {
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@ -228,6 +232,7 @@ func TestDivideByZero(t *testing.T) {
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if err != nil {
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t.Fatalf("bridge compile error: %v", err)
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}
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defer synth.Close()
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buffer := make(sointu.AudioBuffer, 1)
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err = buffer.Fill(synth)
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if err == nil {
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