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audio: Patched to compile on C89 compilers.
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@ -1362,6 +1362,10 @@ open_audio_device(const char *devname, int iscapture,
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/* Start the audio thread if necessary */
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if (!current_audio.impl.ProvidesOwnCallbackThread) {
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/* Start the audio thread */
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/* !!! FIXME: we don't force the audio thread stack size here if it calls into user code, but maybe we should? */
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/* buffer queueing callback only needs a few bytes, so make the stack tiny. */
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const size_t stacksize = is_internal_thread ? 64 * 1024 : 0;
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char threadname[64];
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/* Allocate a fake audio buffer; only used by our internal threads. */
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Uint32 stream_len = (device->convert.needed) ? device->convert.len_cvt : 0;
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@ -1377,12 +1381,8 @@ open_audio_device(const char *devname, int iscapture,
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return 0;
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}
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/* !!! FIXME: we don't force the audio thread stack size here because it calls into user code, but maybe we should? */
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/* buffer queueing callback only needs a few bytes, so make the stack tiny. */
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char name[64];
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const size_t stacksize = is_internal_thread ? 64 * 1024 : 0;
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SDL_snprintf(name, sizeof (name), "SDLAudioDev%d", (int) device->id);
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device->thread = SDL_CreateThreadInternal(iscapture ? SDL_CaptureAudio : SDL_RunAudio, name, stacksize, device);
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SDL_snprintf(threadname, sizeof (threadname), "SDLAudioDev%d", (int) device->id);
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device->thread = SDL_CreateThreadInternal(iscapture ? SDL_CaptureAudio : SDL_RunAudio, threadname, stacksize, device);
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if (device->thread == NULL) {
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SDL_CloseAudioDevice(device->id);
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