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audio: fix incorrect dynCall in Emscripten audio.
This only seemed to cause problems with `-s ASYNCIFY` on the build command line, but it was incorrect in general. Fixes #11258.
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@ -233,7 +233,7 @@ static bool EMSCRIPTENAUDIO_OpenDevice(SDL_AudioDevice *device)
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if ((SDL3 === undefined) || (SDL3.audio_recording === undefined)) { return; }
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audioProcessingEvent.outputBuffer.getChannelData(0).fill(0.0);
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SDL3.audio_recording.currentRecordingBuffer = audioProcessingEvent.inputBuffer;
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dynCall('vi', $2, [$3]);
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dynCall('ii', $2, [$3]);
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};
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SDL3.audio_recording.mediaStreamNode.connect(SDL3.audio_recording.scriptProcessorNode);
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SDL3.audio_recording.scriptProcessorNode.connect(SDL3.audioContext.destination);
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@ -249,7 +249,7 @@ static bool EMSCRIPTENAUDIO_OpenDevice(SDL_AudioDevice *device)
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SDL3.audio_recording.silenceBuffer.getChannelData(0).fill(0.0);
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var silence_callback = function() {
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SDL3.audio_recording.currentRecordingBuffer = SDL3.audio_recording.silenceBuffer;
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dynCall('vi', $2, [$3]);
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dynCall('ii', $2, [$3]);
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};
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SDL3.audio_recording.silenceTimer = setInterval(silence_callback, ($1 / SDL3.audioContext.sampleRate) * 1000);
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@ -274,7 +274,7 @@ static bool EMSCRIPTENAUDIO_OpenDevice(SDL_AudioDevice *device)
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SDL3.audio_playback.silenceBuffer = undefined;
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}
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SDL3.audio_playback.currentPlaybackBuffer = e['outputBuffer'];
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dynCall('vi', $2, [$3]);
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dynCall('ii', $2, [$3]);
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};
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SDL3.audio_playback.scriptProcessorNode['connect'](SDL3.audioContext['destination']);
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@ -292,7 +292,7 @@ static bool EMSCRIPTENAUDIO_OpenDevice(SDL_AudioDevice *device)
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// the buffer that gets filled here just gets ignored, so the app can make progress
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// and/or avoid flooding audio queues until we can actually play audio.
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SDL3.audio_playback.currentPlaybackBuffer = SDL3.audio_playback.silenceBuffer;
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dynCall('vi', $2, [$3]);
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dynCall('ii', $2, [$3]);
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SDL3.audio_playback.currentPlaybackBuffer = undefined;
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};
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