diff --git a/examples/audio/03-load-wav/load-wav.c b/examples/audio/03-load-wav/load-wav.c index d8d74cd516..6467ce7e4a 100644 --- a/examples/audio/03-load-wav/load-wav.c +++ b/examples/audio/03-load-wav/load-wav.c @@ -80,7 +80,7 @@ int SDL_AppIterate(void *appstate) We're being lazy here, but if there's less than the entire wav file left to play, just shove a whole copy of it into the queue, so we always have _tons_ of data queued for playback. */ - if (SDL_GetAudioStreamAvailable(stream) < wav_data_len) { + if (SDL_GetAudioStreamAvailable(stream) < (int)wav_data_len) { /* feed more data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ SDL_PutAudioStreamData(stream, wav_data, wav_data_len); } diff --git a/examples/game/01-snake/main.c b/examples/game/01-snake/main.c index 37c873bcfb..d09f008cb2 100644 --- a/examples/game/01-snake/main.c +++ b/examples/game/01-snake/main.c @@ -72,8 +72,8 @@ static int handle_key_event_(SnakeContext *ctx, SDL_Scancode key_code) static void set_rect_xy_(SDL_FRect *r, short x, short y) { - r->x = x * SNAKE_BLOCK_SIZE_IN_PIXELS; - r->y = y * SNAKE_BLOCK_SIZE_IN_PIXELS; + r->x = (float)(x * SNAKE_BLOCK_SIZE_IN_PIXELS); + r->y = (float)(y * SNAKE_BLOCK_SIZE_IN_PIXELS); } int SDL_AppIterate(void *appstate)