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misc: chore: Use explicit types in audio projects
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parent
e0567c5ce9
commit
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3 changed files with 5 additions and 5 deletions
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@ -37,7 +37,7 @@ namespace Ryujinx.Audio.Backends.SDL2
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SDL2Driver.Instance.Initialize();
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SDL2Driver.Instance.Initialize();
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int res = SDL_GetDefaultAudioInfo(nint.Zero, out var spec, 0);
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int res = SDL_GetDefaultAudioInfo(nint.Zero, out SDL_AudioSpec spec, 0);
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if (res != 0)
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if (res != 0)
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{
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{
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@ -38,7 +38,7 @@ namespace Ryujinx.Audio.Backends.SoundIo.Native
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get => Marshal.PtrToStringAnsi(GetOutContext().Name);
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get => Marshal.PtrToStringAnsi(GetOutContext().Name);
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set
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set
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{
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{
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var context = GetOutContext();
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SoundIoOutStream context = GetOutContext();
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if (_nameStored != nint.Zero && context.Name == _nameStored)
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if (_nameStored != nint.Zero && context.Name == _nameStored)
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{
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{
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@ -129,8 +129,8 @@ namespace Ryujinx.Audio.Backends.SoundIo.Native
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unsafe
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unsafe
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{
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{
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var frameCountPtr = &nativeFrameCount;
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int* frameCountPtr = &nativeFrameCount;
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var arenasPtr = &arenas;
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IntPtr* arenasPtr = &arenas;
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CheckError(soundio_outstream_begin_write(_context, (nint)arenasPtr, (nint)frameCountPtr));
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CheckError(soundio_outstream_begin_write(_context, (nint)arenasPtr, (nint)frameCountPtr));
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frameCount = *frameCountPtr;
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frameCount = *frameCountPtr;
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@ -27,7 +27,7 @@ namespace Ryujinx.Audio.Renderer.Utils
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private void UpdateHeader()
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private void UpdateHeader()
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{
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{
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var writer = new BinaryWriter(_stream);
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BinaryWriter writer = new(_stream);
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long currentPos = writer.Seek(0, SeekOrigin.Current);
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long currentPos = writer.Seek(0, SeekOrigin.Current);
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