Prevent over scheduling audio events and terminate properly the motion update event
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@ -103,7 +103,14 @@ void Stream::PlayNextBuffer(std::chrono::nanoseconds ns_late) {
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sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples());
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core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer) - ns_late, release_event, {});
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const auto buffer_release_ns = GetBufferReleaseNS(*active_buffer);
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// If ns_late is higher than the update rate ignore the delay
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if (ns_late > buffer_release_ns) {
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ns_late = {};
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}
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core_timing.ScheduleEvent(buffer_release_ns - ns_late, release_event, {});
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}
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void Stream::ReleaseActiveBuffer(std::chrono::nanoseconds ns_late) {
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@ -104,6 +104,7 @@ void IAppletResource::DeactivateController(HidController controller) {
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IAppletResource ::~IAppletResource() {
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system.CoreTiming().UnscheduleEvent(pad_update_event, 0);
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system.CoreTiming().UnscheduleEvent(motion_update_event, 0);
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}
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void IAppletResource::GetSharedMemoryHandle(Kernel::HLERequestContext& ctx) {
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