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https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-15 18:45:23 -04:00
Audio_Close/Audio_Stop don't need to return anything
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@ -39,7 +39,7 @@ Otherwise, you will have to [compile the game yourself](#using-visual-studio-com
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### Compiling - Windows
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##### Using Visual Studio
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Open ClassiCube.sln and compile it.
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Open ClassiCube.sln *(File -> Open -> Project/Solution)* and compile it *(Build -> Build Solution)*.
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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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22
src/Audio.c
22
src/Audio.c
@ -242,9 +242,9 @@ cc_result Audio_Play(struct AudioContext* ctx) {
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return _alGetError();
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}
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cc_result Audio_Stop(struct AudioContext* ctx) {
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void Audio_Stop(struct AudioContext* ctx) {
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_alSourceStop(ctx->source);
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return _alGetError();
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_alGetError();
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}
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cc_result Audio_IsAvailable(struct AudioContext* ctx, int idx, cc_bool* available) {
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@ -349,9 +349,8 @@ cc_result Audio_BufferData(struct AudioContext* ctx, int idx, void* data, cc_uin
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cc_result Audio_Play(struct AudioContext* ctx) { return 0; }
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cc_result Audio_Stop(struct AudioContext* ctx) {
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if (!ctx->handle) return 0;
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return waveOutReset(ctx->handle);
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void Audio_Stop(struct AudioContext* ctx) {
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if (ctx->handle) waveOutReset(ctx->handle);
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}
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cc_result Audio_IsAvailable(struct AudioContext* ctx, int idx, cc_bool* available) {
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@ -538,12 +537,11 @@ cc_result Audio_Play(struct AudioContext* ctx) {
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return (*ctx->bqPlayerPlayer)->SetPlayState(ctx->bqPlayerPlayer, SL_PLAYSTATE_PLAYING);
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}
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cc_result Audio_Stop(struct AudioContext* ctx) {
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if (!ctx->bqPlayerPlayer) return 0;
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void Audio_Stop(struct AudioContext* ctx) {
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if (!ctx->bqPlayerPlayer) return;
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/* According to OpenSL ES spec, Clear can never fail anyways */
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(*ctx->bqPlayerQueue)->Clear(ctx->bqPlayerQueue);
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return (*ctx->bqPlayerPlayer)->SetPlayState(ctx->bqPlayerPlayer, SL_PLAYSTATE_STOPPED);
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(*ctx->bqPlayerPlayer)->SetPlayState(ctx->bqPlayerPlayer, SL_PLAYSTATE_STOPPED);
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}
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cc_result Audio_IsAvailable(struct AudioContext* ctx, int idx, cc_bool* available) {
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@ -597,7 +595,7 @@ cc_result Audio_SetFormat(struct AudioContext* ctx, struct AudioFormat* format)
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return Backend_SetFormat(ctx, format);
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}
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cc_result Audio_Close(struct AudioContext* ctx) {
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void Audio_Close(struct AudioContext* ctx) {
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cc_bool finished;
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Audio_Stop(ctx);
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Audio_IsFinished(ctx, &finished); /* unqueue buffers */
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@ -605,7 +603,7 @@ cc_result Audio_Close(struct AudioContext* ctx) {
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ctx->count = 0;
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ctx->format.channels = 0;
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ctx->format.sampleRate = 0;
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return Backend_Reset(ctx);
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Backend_Reset(ctx);
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}
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@ -874,9 +872,7 @@ static void Sounds_FreeOutputs(struct SoundOutput* outputs) {
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int i;
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for (i = 0; i < AUDIO_MAX_HANDLES; i++) {
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if (!outputs[i].ctx.count) continue;
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Audio_Close(&outputs[i].ctx);
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outputs[i].ctx.count = 0;
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Mem_Free(outputs[i].buffer);
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outputs[i].buffer = NULL;
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@ -27,8 +27,8 @@ struct AudioFormat { cc_uint16 channels; int sampleRate; };
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/* Initialises an audio context. */
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void Audio_Init(struct AudioContext* ctx, int buffers);
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/* Stops playing audio, unqueues buffers, then frees the audio context. */
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cc_result Audio_Close(struct AudioContext* ctx);
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/* Stops playing audio, and then frees the audio context. */
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void Audio_Close(struct AudioContext* ctx);
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/* Returns the format audio is played in. */
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struct AudioFormat* Audio_GetFormat(struct AudioContext* ctx);
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/* Sets the format of the audio data to be played. */
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@ -40,7 +40,7 @@ cc_result Audio_BufferData(struct AudioContext* ctx, int idx, void* data, cc_uin
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/* Begins playing audio. Audio_BufferData must have been used before this. */
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cc_result Audio_Play(struct AudioContext* ctx);
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/* Immediately stops the currently playing audio. */
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cc_result Audio_Stop(struct AudioContext* ctx);
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void Audio_Stop(struct AudioContext* ctx);
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/* Returns whether the given buffer is available for playing data. */
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cc_result Audio_IsAvailable(struct AudioContext* ctx, int idx, cc_bool* available);
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/* Returns whether all buffers have finished playing. */
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