Patched to compile on C89 compilers, removed more streamer code.

This commit is contained in:
Ryan C. Gordon 2014-03-20 18:00:41 -04:00
parent e177b1cc49
commit ba4b3aa944

View File

@ -243,6 +243,7 @@ finalize_audio_entry_points(void)
#undef FILL_STUB #undef FILL_STUB
} }
#if 0 /* !!! FIXME: rewrite/remove this streamer code. */
/* Streaming functions (for when the input and output buffer sizes are different) */ /* Streaming functions (for when the input and output buffer sizes are different) */
/* Write [length] bytes from buf into the streamer */ /* Write [length] bytes from buf into the streamer */
static void static void
@ -302,6 +303,7 @@ SDL_StreamDeinit(SDL_AudioStreamer * stream)
{ {
SDL_free(stream->buffer); SDL_free(stream->buffer);
} }
#endif
#if defined(ANDROID) #if defined(ANDROID)
#include <android/log.h> #include <android/log.h>
@ -317,9 +319,12 @@ SDL_RunAudio(void *devicep)
void *udata; void *udata;
void (SDLCALL * fill) (void *userdata, Uint8 * stream, int len); void (SDLCALL * fill) (void *userdata, Uint8 * stream, int len);
Uint32 delay; Uint32 delay;
#if 0 /* !!! FIXME: rewrite/remove this streamer code. */
/* For streaming when the buffer sizes don't match up */ /* For streaming when the buffer sizes don't match up */
Uint8 *istream; Uint8 *istream;
int istream_len = 0; int istream_len = 0;
#endif
/* The audio mixing is always a high priority thread */ /* The audio mixing is always a high priority thread */
SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH); SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);
@ -456,8 +461,9 @@ SDL_RunAudio(void *devicep)
} }
} }
} else { } else
#endif #endif
{
/* Otherwise, do not use the streamer. This is the old code. */ /* Otherwise, do not use the streamer. This is the old code. */
const int silence = (int) device->spec.silence; const int silence = (int) device->spec.silence;
@ -506,9 +512,7 @@ SDL_RunAudio(void *devicep)
SDL_Delay(delay); SDL_Delay(delay);
} }
} }
#if 0 /* !!! FIXME: rewrite/remove this streamer code. */
} }
#endif
/* Wait for the audio to drain.. */ /* Wait for the audio to drain.. */
current_audio.impl.WaitDone(device); current_audio.impl.WaitDone(device);