Audio_Close/Audio_Stop don't need to return anything

This commit is contained in:
UnknownShadow200 2021-07-23 11:00:27 +10:00
parent 7c16d1e584
commit 16ce6c7506
3 changed files with 13 additions and 17 deletions

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@ -39,7 +39,7 @@ Otherwise, you will have to [compile the game yourself](#using-visual-studio-com
### Compiling - Windows
##### Using Visual Studio
Open ClassiCube.sln and compile it.
Open ClassiCube.sln *(File -> Open -> Project/Solution)* and compile it *(Build -> Build Solution)*.
If you get a ```The Windows SDK version 5.1 was not found``` compilation error, [see here for how to fix](doc/compile-fixes.md#visual-studio-unsupported-platform-toolset)

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@ -242,9 +242,9 @@ cc_result Audio_Play(struct AudioContext* ctx) {
return _alGetError();
}
cc_result Audio_Stop(struct AudioContext* ctx) {
void Audio_Stop(struct AudioContext* ctx) {
_alSourceStop(ctx->source);
return _alGetError();
_alGetError();
}
cc_result Audio_IsAvailable(struct AudioContext* ctx, int idx, cc_bool* available) {
@ -349,9 +349,8 @@ cc_result Audio_BufferData(struct AudioContext* ctx, int idx, void* data, cc_uin
cc_result Audio_Play(struct AudioContext* ctx) { return 0; }
cc_result Audio_Stop(struct AudioContext* ctx) {
if (!ctx->handle) return 0;
return waveOutReset(ctx->handle);
void Audio_Stop(struct AudioContext* ctx) {
if (ctx->handle) waveOutReset(ctx->handle);
}
cc_result Audio_IsAvailable(struct AudioContext* ctx, int idx, cc_bool* available) {
@ -538,12 +537,11 @@ cc_result Audio_Play(struct AudioContext* ctx) {
return (*ctx->bqPlayerPlayer)->SetPlayState(ctx->bqPlayerPlayer, SL_PLAYSTATE_PLAYING);
}
cc_result Audio_Stop(struct AudioContext* ctx) {
if (!ctx->bqPlayerPlayer) return 0;
void Audio_Stop(struct AudioContext* ctx) {
if (!ctx->bqPlayerPlayer) return;
/* According to OpenSL ES spec, Clear can never fail anyways */
(*ctx->bqPlayerQueue)->Clear(ctx->bqPlayerQueue);
return (*ctx->bqPlayerPlayer)->SetPlayState(ctx->bqPlayerPlayer, SL_PLAYSTATE_STOPPED);
(*ctx->bqPlayerPlayer)->SetPlayState(ctx->bqPlayerPlayer, SL_PLAYSTATE_STOPPED);
}
cc_result Audio_IsAvailable(struct AudioContext* ctx, int idx, cc_bool* available) {
@ -597,7 +595,7 @@ cc_result Audio_SetFormat(struct AudioContext* ctx, struct AudioFormat* format)
return Backend_SetFormat(ctx, format);
}
cc_result Audio_Close(struct AudioContext* ctx) {
void Audio_Close(struct AudioContext* ctx) {
cc_bool finished;
Audio_Stop(ctx);
Audio_IsFinished(ctx, &finished); /* unqueue buffers */
@ -605,7 +603,7 @@ cc_result Audio_Close(struct AudioContext* ctx) {
ctx->count = 0;
ctx->format.channels = 0;
ctx->format.sampleRate = 0;
return Backend_Reset(ctx);
Backend_Reset(ctx);
}
@ -874,9 +872,7 @@ static void Sounds_FreeOutputs(struct SoundOutput* outputs) {
int i;
for (i = 0; i < AUDIO_MAX_HANDLES; i++) {
if (!outputs[i].ctx.count) continue;
Audio_Close(&outputs[i].ctx);
outputs[i].ctx.count = 0;
Mem_Free(outputs[i].buffer);
outputs[i].buffer = NULL;

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@ -27,8 +27,8 @@ struct AudioFormat { cc_uint16 channels; int sampleRate; };
/* Initialises an audio context. */
void Audio_Init(struct AudioContext* ctx, int buffers);
/* Stops playing audio, unqueues buffers, then frees the audio context. */
cc_result Audio_Close(struct AudioContext* ctx);
/* Stops playing audio, and then frees the audio context. */
void Audio_Close(struct AudioContext* ctx);
/* Returns the format audio is played in. */
struct AudioFormat* Audio_GetFormat(struct AudioContext* ctx);
/* Sets the format of the audio data to be played. */
@ -40,7 +40,7 @@ cc_result Audio_BufferData(struct AudioContext* ctx, int idx, void* data, cc_uin
/* Begins playing audio. Audio_BufferData must have been used before this. */
cc_result Audio_Play(struct AudioContext* ctx);
/* Immediately stops the currently playing audio. */
cc_result Audio_Stop(struct AudioContext* ctx);
void Audio_Stop(struct AudioContext* ctx);
/* Returns whether the given buffer is available for playing data. */
cc_result Audio_IsAvailable(struct AudioContext* ctx, int idx, cc_bool* available);
/* Returns whether all buffers have finished playing. */