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Minor format tweaks
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@@ -785,7 +785,7 @@ Sound LoadSoundFromWave(Wave wave)
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//
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// First option has been selected, format conversion is done on the loading stage.
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// The downside is that it uses more memory if the original sound is u8 or s16.
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ma_format formatIn = ((wave.sampleSize == 8)? ma_format_u8 : ((wave.sampleSize == 16)? ma_format_s16 : ma_format_f32));
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ma_format formatIn = ((wave.sampleSize == 8)? ma_format_u8 : ((wave.sampleSize == 16)? ma_format_s16 : ma_format_f32));
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ma_uint32 frameCountIn = wave.sampleCount/wave.channels;
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ma_uint32 frameCount = (ma_uint32)ma_convert_frames(NULL, 0, AUDIO_DEVICE_FORMAT, AUDIO_DEVICE_CHANNELS, AUDIO.System.device.sampleRate, NULL, frameCountIn, formatIn, wave.channels, wave.sampleRate);
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@@ -2108,7 +2108,7 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
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if (framesJustRead > 0)
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{
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float *framesOut = (float *)pFramesOut + (framesRead*AUDIO.System.device.playback.channels);
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float *framesIn = tempBuffer;
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float *framesIn = tempBuffer;
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MixAudioFrames(framesOut, framesIn, framesJustRead, audioBuffer->volume);
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@@ -2159,7 +2159,7 @@ static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 fr
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for (ma_uint32 iChannel = 0; iChannel < AUDIO.System.device.playback.channels; ++iChannel)
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{
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float *frameOut = framesOut + (iFrame*AUDIO.System.device.playback.channels);
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const float *frameIn = framesIn + (iFrame*AUDIO.System.device.playback.channels);
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const float *frameIn = framesIn + (iFrame*AUDIO.System.device.playback.channels);
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frameOut[iChannel] += (frameIn[iChannel]*localVolume);
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}
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