Commit 88436b25 authored by RainRat's avatar RainRat Committed by David Reid

Update miniaudio.h

fix typos
parent 3db49afa
...@@ -21574,7 +21574,7 @@ static ma_result ma_context_get_device_id_from_MMDevice__wasapi(ma_context* pCon ...@@ -21574,7 +21574,7 @@ static ma_result ma_context_get_device_id_from_MMDevice__wasapi(ma_context* pCon
size_t idlen = ma_strlen_WCHAR(pDeviceIDString); size_t idlen = ma_strlen_WCHAR(pDeviceIDString);
if (idlen+1 > ma_countof(pDeviceID->wasapi)) { if (idlen+1 > ma_countof(pDeviceID->wasapi)) {
ma_CoTaskMemFree(pContext, pDeviceIDString); ma_CoTaskMemFree(pContext, pDeviceIDString);
MA_ASSERT(MA_FALSE); /* NOTE: If this is triggered, please report it. It means the format of the ID must haved change and is too long to fit in our fixed sized buffer. */ MA_ASSERT(MA_FALSE); /* NOTE: If this is triggered, please report it. It means the format of the ID must have changed and is too long to fit in our fixed sized buffer. */
return MA_ERROR; return MA_ERROR;
} }
...@@ -28705,7 +28705,7 @@ PulseAudio Backend ...@@ -28705,7 +28705,7 @@ PulseAudio Backend
******************************************************************************/ ******************************************************************************/
#ifdef MA_HAS_PULSEAUDIO #ifdef MA_HAS_PULSEAUDIO
/* /*
The PulseAudio API, along with Apple's Core Audio, is the worst of the maintream audio APIs. This is a brief description of what's going on The PulseAudio API, along with Apple's Core Audio, is the worst of the mainstream audio APIs. This is a brief description of what's going on
in the PulseAudio backend. I apologize if this gets a bit ranty for your liking - you might want to skip this discussion. in the PulseAudio backend. I apologize if this gets a bit ranty for your liking - you might want to skip this discussion.
PulseAudio has something they call the "Simple API", which unfortunately isn't suitable for miniaudio. I've not seen anywhere where it PulseAudio has something they call the "Simple API", which unfortunately isn't suitable for miniaudio. I've not seen anywhere where it
...@@ -33551,7 +33551,7 @@ static OSStatus ma_on_output__coreaudio(void* pUserData, AudioUnitRenderActionFl ...@@ -33551,7 +33551,7 @@ static OSStatus ma_on_output__coreaudio(void* pUserData, AudioUnitRenderActionFl
} }
} else { } else {
/* This is the deinterleaved case. We need to update each buffer in groups of internalChannels. This assumes each buffer is the same size. */ /* This is the deinterleaved case. We need to update each buffer in groups of internalChannels. This assumes each buffer is the same size. */
MA_ASSERT(pDevice->playback.internalChannels <= MA_MAX_CHANNELS); /* This should heve been validated at initialization time. */ MA_ASSERT(pDevice->playback.internalChannels <= MA_MAX_CHANNELS); /* This should have been validated at initialization time. */
/* /*
For safety we'll check that the internal channels is a multiple of the buffer count. If it's not it means something For safety we'll check that the internal channels is a multiple of the buffer count. If it's not it means something
...@@ -33882,7 +33882,7 @@ static ma_result ma_context__init_device_tracking__coreaudio(ma_context* pContex ...@@ -33882,7 +33882,7 @@ static ma_result ma_context__init_device_tracking__coreaudio(ma_context* pContex
ma_spinlock_lock(&g_DeviceTrackingInitLock_CoreAudio); ma_spinlock_lock(&g_DeviceTrackingInitLock_CoreAudio);
{ {
/* Don't do anything if we've already initializd device tracking. */ /* Don't do anything if we've already initialized device tracking. */
if (g_DeviceTrackingInitCounter_CoreAudio == 0) { if (g_DeviceTrackingInitCounter_CoreAudio == 0) {
AudioObjectPropertyAddress propAddress; AudioObjectPropertyAddress propAddress;
propAddress.mScope = kAudioObjectPropertyScopeGlobal; propAddress.mScope = kAudioObjectPropertyScopeGlobal;
...@@ -67938,7 +67938,7 @@ static void ma_resource_manager_delete_all_data_buffer_nodes(ma_resource_manager ...@@ -67938,7 +67938,7 @@ static void ma_resource_manager_delete_all_data_buffer_nodes(ma_resource_manager
ma_resource_manager_data_buffer_node* pDataBufferNode = pResourceManager->pRootDataBufferNode; ma_resource_manager_data_buffer_node* pDataBufferNode = pResourceManager->pRootDataBufferNode;
ma_resource_manager_data_buffer_node_remove(pResourceManager, pDataBufferNode); ma_resource_manager_data_buffer_node_remove(pResourceManager, pDataBufferNode);
/* The data buffer has been removed from the BST, so now we need to free it's data. */ /* The data buffer has been removed from the BST, so now we need to free its data. */
ma_resource_manager_data_buffer_node_free(pResourceManager, pDataBufferNode); ma_resource_manager_data_buffer_node_free(pResourceManager, pDataBufferNode);
} }
} }
...@@ -74425,7 +74425,7 @@ static ma_result ma_engine_node_set_volume(ma_engine_node* pEngineNode, float vo ...@@ -74425,7 +74425,7 @@ static ma_result ma_engine_node_set_volume(ma_engine_node* pEngineNode, float vo
/* If we're not smoothing we should bypass the volume gainer entirely. */ /* If we're not smoothing we should bypass the volume gainer entirely. */
if (pEngineNode->volumeSmoothTimeInPCMFrames == 0) { if (pEngineNode->volumeSmoothTimeInPCMFrames == 0) {
/* We should always have an active spatializer because it can be enabled and disabled dynamically. We can just use that for hodling our volume. */ /* We should always have an active spatializer because it can be enabled and disabled dynamically. We can just use that for holding our volume. */
ma_spatializer_set_master_volume(&pEngineNode->spatializer, volume); ma_spatializer_set_master_volume(&pEngineNode->spatializer, volume);
} else { } else {
/* We're using volume smoothing, so apply the master volume to the gainer. */ /* We're using volume smoothing, so apply the master volume to the gainer. */
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