Remove comments. Test nodiscard.
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		@@ -630,7 +630,6 @@ void PaulstretchpluginAudioProcessor::processBlock (AudioBuffer<double>& buffer,
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void PaulstretchpluginAudioProcessor::processBlock (AudioSampleBuffer& buffer, MidiBuffer& midiMessages)
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					void PaulstretchpluginAudioProcessor::processBlock (AudioSampleBuffer& buffer, MidiBuffer& midiMessages)
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{
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					{
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    ScopedLock locker(m_cs);
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					    ScopedLock locker(m_cs);
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	const int totalNumInputChannels = getTotalNumInputChannels();
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						const int totalNumInputChannels = getTotalNumInputChannels();
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	const int totalNumOutputChannels = getTotalNumOutputChannels();
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						const int totalNumOutputChannels = getTotalNumOutputChannels();
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@@ -15,22 +15,10 @@ www.gnu.org/licenses
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*/
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					*/
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#pragma once
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					#pragma once
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#include "../JuceLibraryCode/JuceHeader.h"
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					#include "../JuceLibraryCode/JuceHeader.h"
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//==============================================================================
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/**
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    An AudioSource which takes another source as input, and buffers it using a thread.
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    Create this as a wrapper around another thread, and it will read-ahead with
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    a background thread to smooth out playback. You can either create one of these
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    directly, or use it indirectly using an AudioTransportSource.
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    @see PositionableAudioSource, AudioTransportSource
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    @tags{Audio}
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*/
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class JUCE_API  MyBufferingAudioSource  : public PositionableAudioSource,
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					class JUCE_API  MyBufferingAudioSource  : public PositionableAudioSource,
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                                        private TimeSliceClient
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					                                        private TimeSliceClient
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{
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					{
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@@ -57,42 +45,24 @@ public:
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                          int numberOfChannels = 2,
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					                          int numberOfChannels = 2,
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                          bool prefillBufferOnPrepareToPlay = true);
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					                          bool prefillBufferOnPrepareToPlay = true);
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    /** Destructor.
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        The input source may be deleted depending on whether the deleteSourceWhenDeleted
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        flag was set in the constructor.
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    */
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    ~MyBufferingAudioSource();
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					    ~MyBufferingAudioSource();
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    //==============================================================================
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    /** Implementation of the AudioSource method. */
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    void prepareToPlay (int samplesPerBlockExpected, double sampleRate) override;
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					    void prepareToPlay (int samplesPerBlockExpected, double sampleRate) override;
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    /** Implementation of the AudioSource method. */
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    void releaseResources() override;
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					    void releaseResources() override;
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    /** Implementation of the AudioSource method. */
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    void getNextAudioBlock (const AudioSourceChannelInfo&) override;
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					    void getNextAudioBlock (const AudioSourceChannelInfo&) override;
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    //==============================================================================
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    /** Implements the PositionableAudioSource method. */
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    void setNextReadPosition (int64 newPosition) override;
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					    void setNextReadPosition (int64 newPosition) override;
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    /** Implements the PositionableAudioSource method. */
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    int64 getNextReadPosition() const override;
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					    int64 getNextReadPosition() const override;
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    /** Implements the PositionableAudioSource method. */
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    int64 getTotalLength() const override       { return source->getTotalLength(); }
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					    int64 getTotalLength() const override       { return source->getTotalLength(); }
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    /** Implements the PositionableAudioSource method. */
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    bool isLooping() const override             { return source->isLooping(); }
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					    bool isLooping() const override             { return source->isLooping(); }
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    /** A useful function to block until the next the buffer info can be filled.
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        This is useful for offline rendering.
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    */
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    bool waitForNextAudioBlockReady (const AudioSourceChannelInfo& info, const uint32 timeout);
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					    bool waitForNextAudioBlockReady (const AudioSourceChannelInfo& info, const uint32 timeout);
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	double getPercentReady();
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						[[nodiscard]] double getPercentReady();
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	int getNumberOfChannels() { return numberOfChannels; }
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						int getNumberOfChannels() { return numberOfChannels; }
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private:
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					private:
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    //==============================================================================
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					    //==============================================================================
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