diff --git a/LEGO1/omni/include/mxsoundmanager.h b/LEGO1/omni/include/mxsoundmanager.h index 2e20a74b..092a5671 100644 --- a/LEGO1/omni/include/mxsoundmanager.h +++ b/LEGO1/omni/include/mxsoundmanager.h @@ -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); diff --git a/LEGO1/omni/include/mxwavepresenter.h b/LEGO1/omni/include/mxwavepresenter.h index 50f2ca74..63b8b053 100644 --- a/LEGO1/omni/include/mxwavepresenter.h +++ b/LEGO1/omni/include/mxwavepresenter.h @@ -4,7 +4,6 @@ #include "decomp.h" #include "mxsoundpresenter.h" -#include #include // 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;