add a realtime scheduler class and priority-inheritance mutexes with timeouts and abandonment, add an HDA audio driver and a SYS_AUDIO_* syscall family, flesh out kernel32 with Win32 threads, events, mutexes, critical sections, and condition variables, add SYS_RESUME_THREAD for suspended thread creation, add KeInitializeMemoryTypes to reprogram MTRRs and install a canonical PAT for WB/WC/UC control, rework the display pipeline with a pitched present path and console output flush, bring back disk.vhd with mtools since vvfat fucking sucks, harden AHCI with serialized cache flush, USB mass storage with SCSI sense-data decoding, and xHCI with cleaner DMA teardown, fix the last stray for(;;) in HalStopProcessor to while(true), pile on smoke tests for audio, win32 sync primitives, and thread suspend, implement AHCI timeout, kill readahead since it was desperetaly trying to murder me, fix doom sound x2.
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// Doom audio owns PureDOOM sound extraction, MIDI synthesis, and native stream submission.
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#pragma once
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// Starts the optional audio worker after PureDOOM has initialized its sound state.
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void DoomAudioStart(void);
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// Stops playback immediately without waiting for the worker.
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void DoomAudioAbort(void);
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// Stops the audio worker and releases its process-owned resources.
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void DoomAudioShutdown(void);
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// Enters the lock shared by the game loop and PureDOOM audio callbacks.
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void DoomAudioLockCore(void);
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// Leaves the lock shared by the game loop and PureDOOM audio callbacks.
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void DoomAudioUnlockCore(void);
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