static const

This commit is contained in:
Christian Semmler 2024-06-08 11:20:31 -04:00
parent 50305630c8
commit 3436116660
2 changed files with 4 additions and 5 deletions

View File

@ -34,7 +34,7 @@ class MxSoundManager : public MxAudioManager {
// [library:audio]
// Upscaling everything to 44.1KHz, since we have various sample rates throughout the game.
// Not sure how DirectSound handles this when different buffers have different rates.
const ma_uint32 sampleRate = 44100;
static const MxU32 sampleRate = 44100;
static void SDLCALL
AudioStreamCallback(void* p_userdata, SDL_AudioStream* p_stream, int p_additionalAmount, int p_totalAmount);

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@ -4,7 +4,6 @@
#include "decomp.h"
#include "mxsoundpresenter.h"
#include <dsound.h>
#include <miniaudio.h>
// VTABLE: LEGO1 0x100d49a8
@ -80,13 +79,13 @@ class MxWavePresenter : public MxSoundPresenter {
MxBool WriteToSoundBuffer(void* p_audioPtr, MxU32 p_length);
// [library:audio] One chunk has up to 1 second worth of frames
const MxU32 millisecondsPerChunk = 1000;
static const MxU32 millisecondsPerChunk = 1000;
// [library:audio] Store up to 2 chunks worth of frames (same as in original game)
const MxU32 rbSizeInMilliseconds = millisecondsPerChunk * 2;
static const MxU32 rbSizeInMilliseconds = millisecondsPerChunk * 2;
// [library:audio] WAVE_FORMAT_PCM (audio in .SI files only used this format)
const ma_uint32 supportedFormatTag = 1;
static const MxU32 supportedFormatTag = 1;
WaveFormat* m_waveFormat; // 0x54
ma_pcm_rb m_rb;