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Updated source to match SDL function prototype style
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@@ -505,8 +505,7 @@ int SDL_IMMDevice_GetDefaultAudioInfo(char **name, SDL_AudioSpec *spec, int isca
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return 0;
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}
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SDL_AudioFormat
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WaveFormatToSDLFormat(WAVEFORMATEX *waveformat)
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SDL_AudioFormat WaveFormatToSDLFormat(WAVEFORMATEX *waveformat)
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{
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if ((waveformat->wFormatTag == WAVE_FORMAT_IEEE_FLOAT) && (waveformat->wBitsPerSample == 32)) {
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return SDL_AUDIO_F32SYS;
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@@ -245,8 +245,7 @@ has the same problem.)
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WASAPI doesn't need this. This is just for DirectSound/WinMM.
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*/
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char *
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WIN_LookupAudioDeviceName(const WCHAR *name, const GUID *guid)
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char *WIN_LookupAudioDeviceName(const WCHAR *name, const GUID *guid)
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{
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#if defined(__WINRT__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)
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return WIN_StringToUTF8(name); /* No registry access on WinRT/UWP and Xbox, go with what we've got. */
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@@ -343,15 +342,13 @@ BOOL WIN_IsRectEmpty(const RECT *rect)
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#include <shellapi.h> /* CommandLineToArgvW() */
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/* Pop up an out of memory message, returns to Windows */
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static int
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OutOfMemory(void)
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static int OutOfMemory(void)
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{
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Out of memory - aborting", NULL);
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return -1;
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}
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DECLSPEC int
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SDL_RunApp(int _argc, char* _argv[], SDL_main_func mainFunction, void * reserved)
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DECLSPEC int SDL_RunApp(int _argc, char* _argv[], SDL_main_func mainFunction, void * reserved)
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{
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/* Gets the arguments with GetCommandLine, converts them to argc and argv
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