Fix SDL_emscriptenaudio.c under wasm64

Same as #12332 which already landed on SDL2 branch.
This commit is contained in:
Sam Clegg
2025-02-18 12:25:26 -08:00
committed by Sam Lantinga
parent 523e6530a8
commit a40b2de946

View File

@@ -234,7 +234,7 @@ static bool EMSCRIPTENAUDIO_OpenDevice(SDL_AudioDevice *device)
if ((SDL3 === undefined) || (SDL3.audio_recording === undefined)) { return; }
audioProcessingEvent.outputBuffer.getChannelData(0).fill(0.0);
SDL3.audio_recording.currentRecordingBuffer = audioProcessingEvent.inputBuffer;
dynCall('ii', $2, [$3]);
dynCall('ip', $2, [$3]);
};
SDL3.audio_recording.mediaStreamNode.connect(SDL3.audio_recording.scriptProcessorNode);
SDL3.audio_recording.scriptProcessorNode.connect(SDL3.audioContext.destination);
@@ -250,7 +250,7 @@ static bool EMSCRIPTENAUDIO_OpenDevice(SDL_AudioDevice *device)
SDL3.audio_recording.silenceBuffer.getChannelData(0).fill(0.0);
var silence_callback = function() {
SDL3.audio_recording.currentRecordingBuffer = SDL3.audio_recording.silenceBuffer;
dynCall('ii', $2, [$3]);
dynCall('ip', $2, [$3]);
};
SDL3.audio_recording.silenceTimer = setInterval(silence_callback, ($1 / SDL3.audioContext.sampleRate) * 1000);
@@ -275,7 +275,7 @@ static bool EMSCRIPTENAUDIO_OpenDevice(SDL_AudioDevice *device)
SDL3.audio_playback.silenceBuffer = undefined;
}
SDL3.audio_playback.currentPlaybackBuffer = e['outputBuffer'];
dynCall('ii', $2, [$3]);
dynCall('ip', $2, [$3]);
};
SDL3.audio_playback.scriptProcessorNode['connect'](SDL3.audioContext['destination']);
@@ -293,7 +293,7 @@ static bool EMSCRIPTENAUDIO_OpenDevice(SDL_AudioDevice *device)
// the buffer that gets filled here just gets ignored, so the app can make progress
// and/or avoid flooding audio queues until we can actually play audio.
SDL3.audio_playback.currentPlaybackBuffer = SDL3.audio_playback.silenceBuffer;
dynCall('ii', $2, [$3]);
dynCall('ip', $2, [$3]);
SDL3.audio_playback.currentPlaybackBuffer = undefined;
};