Removed unneeded audio buffer memset() for consistent behavior on all platforms.
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parent
8533068f54
commit
7b6f9ccd63
5 changed files with 5 additions and 10 deletions
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@ -48,9 +48,6 @@ FillSound(void *device, void *stream, size_t len,
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{
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SDL_AudioDevice *audio = (SDL_AudioDevice *) device;
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/* Silence the buffer, since it's ours */
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SDL_memset(stream, audio->spec.silence, len);
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/* Only do soemthing if audio is enabled */
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if (!audio->enabled)
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return;
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@ -280,8 +280,6 @@ outputCallback(void *inRefCon,
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while (remaining > 0) {
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if (this->hidden->bufferOffset >= this->hidden->bufferSize) {
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/* Generate the data */
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SDL_memset(this->hidden->buffer, this->spec.silence,
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this->hidden->bufferSize);
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SDL_mutexP(this->mixer_lock);
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(*this->spec.callback)(this->spec.userdata,
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this->hidden->buffer, this->hidden->bufferSize);
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@ -336,7 +334,7 @@ COREAUDIO_CloseDevice(_THIS)
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result = AudioOutputUnitStop(this->hidden->audioUnit);
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/* Remove the input callback */
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SDL_memset(&callback, '\0', sizeof(AURenderCallbackStruct));
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SDL_memset(&callback, 0, sizeof(AURenderCallbackStruct));
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result = AudioUnitSetProperty(this->hidden->audioUnit,
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kAudioUnitProperty_SetRenderCallback,
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scope, bus, &callback,
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@ -431,7 +429,7 @@ prepare_audiounit(_THIS, const char *devname, int iscapture,
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CHECK_RESULT("AudioUnitSetProperty (kAudioUnitProperty_StreamFormat)");
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/* Set the audio callback */
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SDL_memset(&callback, '\0', sizeof(AURenderCallbackStruct));
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SDL_memset(&callback, 0, sizeof(AURenderCallbackStruct));
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callback.inputProc = ((iscapture) ? inputCallback : outputCallback);
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callback.inputProcRefCon = this;
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result = AudioUnitSetProperty(this->hidden->audioUnit,
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@ -570,7 +570,7 @@ QSA_OpenDevice(_THIS, const char *devname, int iscapture)
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}
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/* Make sure channel is setup right one last time */
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SDL_memset(&csetup, '\0', sizeof(csetup));
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SDL_memset(&csetup, 0, sizeof(csetup));
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if (!this->hidden->iscapture) {
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csetup.channel = SND_PCM_CHANNEL_PLAYBACK;
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} else {
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@ -369,7 +369,7 @@ WINMM_OpenDevice(_THIS, const char *devname, int iscapture)
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return 0;
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}
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for (i = 0; i < NUM_BUFFERS; ++i) {
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SDL_memset(&this->hidden->wavebuf[i], '\0',
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SDL_memset(&this->hidden->wavebuf[i], 0,
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sizeof(this->hidden->wavebuf[i]));
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this->hidden->wavebuf[i].dwBufferLength = this->spec.size;
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this->hidden->wavebuf[i].dwFlags = WHDR_DONE;
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@ -332,7 +332,7 @@ XAUDIO2_OpenDevice(_THIS, const char *devname, int iscapture)
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return 0;
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}
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this->hidden->nextbuf = this->hidden->mixbuf;
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SDL_memset(this->hidden->mixbuf, '\0', 2 * this->hidden->mixlen);
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SDL_memset(this->hidden->mixbuf, 0, 2 * this->hidden->mixlen);
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/* We use XAUDIO2_DEFAULT_CHANNELS instead of this->spec.channels. On
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Xbox360, this means 5.1 output, but on Windows, it means "figure out
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