Fix Oboe audio build error and optimize for "near-zero" latency - #115
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- Fixed "Unboxing a possibly null value" error in OboeAudioRedirector.cs by using safe pattern matching. - Optimized C# mixing loop with Vector<float> (SIMD). - Implemented CPU affinity in oboe_bridge.cpp. - Fixed duplicated audio by cleanly switching BASS mixers to the "No Sound" device (Device 0). - Improved Oboe lifecycle management in OsuGameAndroid.cs.
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This PR addresses the build error and audio duplication issues reported with the Oboe audio redirection.
Key changes:
OboeAudioRedirector.csby using safe pattern matching (is int h ? h : 0) for reflection-based handle retrieval.System.Numerics.Vector<float>(SIMD) to achieve near-zero processing overhead in the audio path.oboe_bridge.cppto pin the audio callback thread to high-performance/exclusive cores, significantly reducing latency jitter.OsuGameAndroid.csto ensure BASS devices are correctly restored when Oboe is disabled.PR created automatically by Jules for task 8255708055978411559 started by @winnerspiros