	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function release_busy
_release_busy:                          ## @release_busy
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	testl	%esi, %esi
	je	LBB0_12
## %bb.1:
	movl	%esi, %r8d
	cmpl	$1, %esi
	jne	LBB0_3
## %bb.2:
	xorl	%eax, %eax
LBB0_9:
	testb	$1, %r8b
	je	LBB0_12
## %bb.10:
	movq	(%rdi,%rax,8), %rcx
	movq	_BUSY_STATE@GOTPCREL(%rip), %rdx
	cmpq	(%rdx), %rcx
	jne	LBB0_12
## %bb.11:
	movq	_PLAY_STATE@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movq	%rcx, (%rdi,%rax,8)
LBB0_12:
	popq	%rbp
	retq
LBB0_3:
	movl	%r8d, %edx
	andl	$-2, %edx
	xorl	%eax, %eax
	movq	_BUSY_STATE@GOTPCREL(%rip), %rsi
	movq	_PLAY_STATE@GOTPCREL(%rip), %r9
	jmp	LBB0_4
	.p2align	4, 0x90
LBB0_8:                                 ##   in Loop: Header=BB0_4 Depth=1
	addq	$2, %rax
	cmpq	%rax, %rdx
	je	LBB0_9
LBB0_4:                                 ## =>This Inner Loop Header: Depth=1
	movq	(%rdi,%rax,8), %rcx
	cmpq	(%rsi), %rcx
	jne	LBB0_6
## %bb.5:                               ##   in Loop: Header=BB0_4 Depth=1
	movq	(%r9), %rcx
	movq	%rcx, (%rdi,%rax,8)
LBB0_6:                                 ##   in Loop: Header=BB0_4 Depth=1
	movq	8(%rdi,%rax,8), %rcx
	cmpq	(%rsi), %rcx
	jne	LBB0_8
## %bb.7:                               ##   in Loop: Header=BB0_4 Depth=1
	movq	(%r9), %rcx
	movq	%rcx, 8(%rdi,%rax,8)
	jmp	LBB0_8
	.cfi_endproc
                                        ## -- End function
	.comm	_BUSY_STATE,8,3                 ## @BUSY_STATE
	.comm	_PLAY_STATE,8,3                 ## @PLAY_STATE
	.no_dead_strip	_release_busy
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function release_busy
_release_busy:                          ; @release_busy
	.cfi_startproc
; %bb.0:
	cbz	w1, LBB0_24
; %bb.1:
	mov	w10, w1
Lloh0:
	adrp	x8, _BUSY_STATE@GOTPAGE
Lloh1:
	ldr	x8, [x8, _BUSY_STATE@GOTPAGEOFF]
Lloh2:
	adrp	x9, _PLAY_STATE@GOTPAGE
Lloh3:
	ldr	x9, [x9, _PLAY_STATE@GOTPAGEOFF]
	cmp	w1, #8
	b.hs	LBB0_3
; %bb.2:
	mov	x11, #0
	b	LBB0_25
LBB0_3:
	mov	x11, #0
	add	x13, x0, x10, lsl #3
	add	x14, x8, #8
	add	x12, x9, #8
	cmp	x0, x12
	ccmp	x13, x9, #0, lo
	cset	w12, hi
	cmp	x13, x8
	ccmp	x0, x14, #2, hi
	b.lo	LBB0_25
; %bb.4:
	tbnz	w12, #0, LBB0_25
; %bb.5:
	and	x11, x10, #0xfffffff8
	ld1r.2d	{ v0 }, [x8]
	ldr	x12, [x9]
	add	x13, x0, #32
	mov	x14, x11
	b	LBB0_7
LBB0_6:                                 ;   in Loop: Header=BB0_7 Depth=1
	add	x13, x13, #64
	subs	x14, x14, #8
	b.eq	LBB0_23
LBB0_7:                                 ; =>This Inner Loop Header: Depth=1
	ldur	q2, [x13, #-32]
	ldr	d1, [x8]
	cmeq.2d	v2, v2, v0
	xtn.2s	v2, v2
	fmov	w15, s2
	tbz	w15, #0, LBB0_9
; %bb.8:                                ;   in Loop: Header=BB0_7 Depth=1
	stur	x12, [x13, #-32]
LBB0_9:                                 ;   in Loop: Header=BB0_7 Depth=1
	mov.s	w15, v2[1]
	tbz	w15, #0, LBB0_11
; %bb.10:                               ;   in Loop: Header=BB0_7 Depth=1
	stur	x12, [x13, #-24]
LBB0_11:                                ;   in Loop: Header=BB0_7 Depth=1
	ldur	q2, [x13, #-16]
	cmeq.2d	v2, v2, v0
	xtn.2s	v2, v2
	fmov	w15, s2
	tbz	w15, #0, LBB0_13
; %bb.12:                               ;   in Loop: Header=BB0_7 Depth=1
	stur	x12, [x13, #-16]
LBB0_13:                                ;   in Loop: Header=BB0_7 Depth=1
	mov.s	w15, v2[1]
	tbz	w15, #0, LBB0_15
; %bb.14:                               ;   in Loop: Header=BB0_7 Depth=1
	stur	x12, [x13, #-8]
LBB0_15:                                ;   in Loop: Header=BB0_7 Depth=1
	ldr	q2, [x13]
	cmeq.2d	v2, v2, v0
	xtn.2s	v2, v2
	fmov	w15, s2
	tbz	w15, #0, LBB0_17
; %bb.16:                               ;   in Loop: Header=BB0_7 Depth=1
	str	x12, [x13]
LBB0_17:                                ;   in Loop: Header=BB0_7 Depth=1
	mov.s	w15, v2[1]
	tbz	w15, #0, LBB0_19
; %bb.18:                               ;   in Loop: Header=BB0_7 Depth=1
	str	x12, [x13, #8]
LBB0_19:                                ;   in Loop: Header=BB0_7 Depth=1
	ldr	q2, [x13, #16]
	dup.2d	v1, v1[0]
	cmeq.2d	v1, v2, v1
	xtn.2s	v1, v1
	fmov	w15, s1
	tbz	w15, #0, LBB0_21
; %bb.20:                               ;   in Loop: Header=BB0_7 Depth=1
	str	x12, [x13, #16]
LBB0_21:                                ;   in Loop: Header=BB0_7 Depth=1
	mov.s	w15, v1[1]
	tbz	w15, #0, LBB0_6
; %bb.22:                               ;   in Loop: Header=BB0_7 Depth=1
	str	x12, [x13, #24]
	b	LBB0_6
LBB0_23:
	cmp	x11, x10
	b.ne	LBB0_25
LBB0_24:
	ret
LBB0_25:
	add	x12, x0, x11, lsl #3
	sub	x10, x10, x11
	b	LBB0_27
LBB0_26:                                ;   in Loop: Header=BB0_27 Depth=1
	add	x12, x12, #8
	subs	x10, x10, #1
	b.eq	LBB0_24
LBB0_27:                                ; =>This Inner Loop Header: Depth=1
	ldr	x11, [x12]
	ldr	x13, [x8]
	cmp	x11, x13
	b.ne	LBB0_26
; %bb.28:                               ;   in Loop: Header=BB0_27 Depth=1
	ldr	x11, [x9]
	str	x11, [x12]
	b	LBB0_26
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGot	Lloh0, Lloh1
	.cfi_endproc
                                        ; -- End function
	.comm	_BUSY_STATE,8,3                 ; @BUSY_STATE
	.comm	_PLAY_STATE,8,3                 ; @PLAY_STATE
	.no_dead_strip	_release_busy
.subsections_via_symbols
