Update Cryville.Audio.
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@@ -268,12 +268,12 @@ namespace Cryville.Crtr {
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"\nStates: c{0} / b{1}",
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cbus.ActiveStateCount, bbus.ActiveStateCount
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);
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var aTime = Game.AudioClient.Position;
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var aTime = Game.AudioClient.Position - atime0;
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var iTime = inputProxy.GetTimestampAverage();
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statusbuf.AppendFormat(
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"\nSTime: {0:G9}s {5} {6}\nATime: {1:G9}s ({3:+0.0ms;-0.0ms;0}) {5} {6}\nITime: {2:G9}s ({4:+0.0ms;-0.0ms;0}) {5} {7}",
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cbus.Time, aTime, iTime,
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(aTime - atime0 - cbus.Time) * 1e3,
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(aTime - cbus.Time) * 1e3,
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(iTime - cbus.Time) * 1e3,
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forceSyncFrames != 0 ? "(force sync)" : "",
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paused ? "(paused)" : "",
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@@ -529,7 +529,7 @@ namespace Cryville.Crtr {
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logs.text = "";
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}
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Game.AudioSequencer.Playing = true;
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atime0 = Game.AudioClient.Position - startOffset;
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atime0 = Game.AudioClient.BufferPosition - startOffset;
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inputProxy.SyncTime(cbus.Time);
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inputProxy.Activate();
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}
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