private void MixU8_Stereo_NoLoop(float[] buffer, int numSamples, float leftVol, float rightVol)
        {
            float interStep = _freq * SoundMixer.SampleRateReciprocal;
            int   bufPos    = 0;

            do
            {
                if (CheckPause && IsPaused)
                {
                    return;
                }

                Data.Stream.Position = _offset;
                int sampL = Data.Reader.ReadByte();
                int sampR = Data.Reader.ReadByte();

                _interPos += interStep;
                int posDelta = (int)_interPos;
                _interPos -= posDelta;
                posDelta  *= 2;
                _offset   += posDelta;

                buffer[bufPos]     += SoundMixer.U8ToF32(sampL, leftVol);
                buffer[bufPos + 1] += SoundMixer.U8ToF32(sampR, rightVol);

                if (_offset >= Data.DataEnd)
                {
                    SoundMixer.StopChannel(this);
                    return;
                }

                bufPos += 2;
            } while (--numSamples > 0);
        }
        private void MixU8_Mono_Loop(float[] buffer, int numSamples, float leftVol, float rightVol)
        {
            float interStep = _freq * SoundMixer.SampleRateReciprocal;
            int   bufPos    = 0;

            do
            {
                if (CheckPause && IsPaused)
                {
                    return;
                }

                Data.Stream.Position = _offset;
                int samp = Data.Reader.ReadByte();

                _interPos += interStep;
                int posDelta = (int)_interPos;
                _interPos -= posDelta;
                _offset   += posDelta;

                // Add trail
                if (_trailOffset < Data.DataEnd)
                {
                    Data.Stream.Position = _trailOffset;
                    samp         += Data.Reader.ReadByte();
                    _trailOffset += posDelta;
                }

                buffer[bufPos]     += SoundMixer.U8ToF32(samp, leftVol);
                buffer[bufPos + 1] += SoundMixer.U8ToF32(samp, rightVol);

                if (_offset >= Data.LoopEnd)
                {
                    _offset      = Data.LoopStart;
                    _trailOffset = Data.LoopEnd;
                }

                bufPos += 2;
            } while (--numSamples > 0);
        }