Update raudio.c

This commit is contained in:
Ray 2021-05-31 19:32:48 +02:00
parent 23398f0198
commit 5e3cf28642

View file

@ -478,7 +478,7 @@ void InitAudioDevice(void)
// Init dummy audio buffers pool for multichannel sound playing // Init dummy audio buffers pool for multichannel sound playing
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++) for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{ {
// WARNING: An empty audioBuffer is created (data = 0) // WARNING: An empty audio buffer is created (data = 0)
// AudioBuffer data just points to loaded sound data // AudioBuffer data just points to loaded sound data
AUDIO.MultiChannel.pool[i] = LoadAudioBuffer(AUDIO_DEVICE_FORMAT, AUDIO_DEVICE_CHANNELS, AUDIO.System.device.sampleRate, 0, AUDIO_BUFFER_USAGE_STATIC); AUDIO.MultiChannel.pool[i] = LoadAudioBuffer(AUDIO_DEVICE_FORMAT, AUDIO_DEVICE_CHANNELS, AUDIO.System.device.sampleRate, 0, AUDIO_BUFFER_USAGE_STATIC);
} }
@ -2075,6 +2075,7 @@ static ma_uint32 ReadAudioBufferFramesInMixingFormat(AudioBuffer *audioBuffer, f
// Sending audio data to device callback function // Sending audio data to device callback function
// This function will be called when miniaudio needs more data
// NOTE: All the mixing takes place here // NOTE: All the mixing takes place here
static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount) static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount)
{ {