bool return for failed update
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289a53221d
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3 changed files with 9 additions and 4 deletions
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@ -256,6 +256,7 @@ void CloseAudioContext(AudioContext ctx)
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queued--;
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}
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//delete source and buffers
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alDeleteSources(1, &context->alSource);
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alDeleteBuffers(2, context->alBuffer);
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mixChannelsActive_g[context->mixChannel] = NULL;
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@ -266,7 +267,8 @@ void CloseAudioContext(AudioContext ctx)
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// Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
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// Call "UpdateAudioContext(ctx, NULL, 0)" every game tick if you want to pause the audio
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void UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength)
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// Returns true if data was pushed onto queue, otherwise if queue is full then no data is added and false is returned
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bool UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength)
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{
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AudioContext_t *context = (AudioContext_t*)ctx;
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if (context && mixChannelsActive_g[context->mixChannel] == context)
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@ -275,6 +277,8 @@ void UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength
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ALuint buffer = 0;
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alGetSourcei(context->alSource, AL_BUFFERS_PROCESSED, &processed); // Get the number of already processed buffers (if any)
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if(!processed) return false;//nothing to process, queue is still full
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if (!data || !dataLength)// play silence
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while (processed > 0)
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{
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@ -283,6 +287,7 @@ void UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength
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alSourceQueueBuffers(context->alSource, 1, &buffer);
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processed--;
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}
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return true;
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}
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}
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@ -88,7 +88,7 @@ bool IsAudioDeviceReady(void); // True if call
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// all samples are floating point stereo by default
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AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel);
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void CloseAudioContext(AudioContext ctx); // Frees audio context
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void UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
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bool UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
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Sound LoadSound(char *fileName); // Load sound to memory
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Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
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@ -874,7 +874,7 @@ bool IsAudioDeviceReady(void); // True if call
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// all samples are floating point stereo by default
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AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel);
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void CloseAudioContext(AudioContext ctx); // Frees audio context
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void UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
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bool UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
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Sound LoadSound(char *fileName); // Load sound to memory
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Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
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