Make sure XAudio2 is supported by the DirectX headers at compile time.
--HG-- extra : rebase_source : a461903e0d9d4334a29cb0c9848a36f268d8f0e6
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2 changed files with 19 additions and 0 deletions
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@ -27,6 +27,8 @@
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#define INITGUID 1
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#include "SDL_xaudio2.h"
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#if SDL_HAVE_XAUDIO2_H
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static __inline__ char *
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utf16_to_utf8(const WCHAR *S)
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{
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@ -370,9 +372,15 @@ XAUDIO2_Deinitialize(void)
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WIN_CoUninitialize();
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}
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#endif /* SDL_HAVE_XAUDIO2_H */
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static int
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XAUDIO2_Init(SDL_AudioDriverImpl * impl)
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{
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#if !SDL_HAVE_XAUDIO2_H
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return 0; /* no XAudio2 support, ever. Update your SDK! */
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#else
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/* XAudio2Create() is a macro that uses COM; we don't load the .dll */
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IXAudio2 *ixa2 = NULL;
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if (FAILED(WIN_CoInitialize())) {
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@ -398,6 +406,7 @@ XAUDIO2_Init(SDL_AudioDriverImpl * impl)
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impl->Deinitialize = XAUDIO2_Deinitialize;
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return 1; /* this audio target is available. */
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#endif
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}
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AudioBootStrap XAUDIO2_bootstrap = {
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@ -25,6 +25,15 @@
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#include "../SDL_sysaudio.h"
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/* XAudio2 is available as of the March 2008 DirectX SDK */
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#include <dxsdkver.h>
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#if (defined(_DXSDK_BUILD_MAJOR) && (_DXSDK_BUILD_MAJOR >= 1284))
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# define SDL_HAVE_XAUDIO2_H 1
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#else
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# define SDL_HAVE_XAUDIO2_H 0
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#endif
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#if SDL_HAVE_XAUDIO2_H
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#include <XAudio2.h>
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/* Hidden "this" pointer for the audio functions */
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@ -40,6 +49,7 @@ struct SDL_PrivateAudioData
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int mixlen;
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Uint8 *nextbuf;
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};
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#endif
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#endif /* _SDL_xaudio2_h */
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