Merge pull request #12 from sndth/fix-audio-casting-warnings
Fix potential casting warnings inside AudioLib
This commit is contained in:
@@ -70,8 +70,8 @@ void MaSoundInstance::Destroy()
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}
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}
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m_Initialized = false;
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m_Initialized = false;
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m_Identity = "";
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m_Identity = "";
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m_FadeTargetVolume = 0;
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m_FadeTargetVolume = 0.0f;
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m_FadeRatePerFrame = 0;
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m_FadeRatePerFrame = 0.0f;
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}
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}
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bool MaSoundInstance::IsInitialized() const
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bool MaSoundInstance::IsInitialized() const
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@@ -149,21 +149,21 @@ void MaSoundInstance::Fade(float toVolume, float secDurationFromMinMax)
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void MaSoundInstance::StopFading()
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void MaSoundInstance::StopFading()
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{
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{
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m_FadeRatePerFrame = 0;
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m_FadeRatePerFrame = 0.0f;
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}
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}
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bool MaSoundInstance::IsFading() const
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bool MaSoundInstance::IsFading() const
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{
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{
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return m_FadeRatePerFrame != 0;
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return m_FadeRatePerFrame != 0.0f;
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}
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}
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void MaSoundInstance::Update(float volumeFactor) // volume factor is the user's volume
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void MaSoundInstance::Update(float volumeFactor) // volume factor is the user's volume
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{
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{
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if (m_FadeRatePerFrame != 0)
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if (m_FadeRatePerFrame != 0.0f)
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{
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{
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float targetVolume = std::clamp<float>(m_FadeTargetVolume * volumeFactor, 0.0f, 1.0f);
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float targetVolume = std::clamp<float>(m_FadeTargetVolume * volumeFactor, 0.0f, 1.0f);
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float volume = std::clamp<float>(GetVolume() + (m_FadeRatePerFrame * volumeFactor), 0.0f, 1.0f);
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float volume = std::clamp<float>(GetVolume() + (m_FadeRatePerFrame * volumeFactor), 0.0f, 1.0f);
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if ((m_FadeRatePerFrame > 0 && volume >= targetVolume) || (m_FadeRatePerFrame < 0 && volume <= targetVolume))
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if ((m_FadeRatePerFrame > 0.0f && volume >= targetVolume) || (m_FadeRatePerFrame < 0.0f && volume <= targetVolume))
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{
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{
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volume = m_FadeTargetVolume * volumeFactor;
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volume = m_FadeTargetVolume * volumeFactor;
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m_FadeRatePerFrame = 0.0f;
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m_FadeRatePerFrame = 0.0f;
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@@ -171,7 +171,7 @@ void SoundEngine::SaveVolume(bool isMinimized)
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if (m_MasterVolume <= outOfFocusVolume)
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if (m_MasterVolume <= outOfFocusVolume)
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outOfFocusVolume = m_MasterVolume;
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outOfFocusVolume = m_MasterVolume;
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m_MasterVolumeFadeTarget = isMinimized ? 0 : outOfFocusVolume;
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m_MasterVolumeFadeTarget = isMinimized ? 0.0f : outOfFocusVolume;
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m_MasterVolumeFadeRatePerFrame = -ratePerSecond / durationOnFullVolume;
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m_MasterVolumeFadeRatePerFrame = -ratePerSecond / durationOnFullVolume;
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}
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}
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@@ -216,7 +216,7 @@ void SoundEngine::Update()
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if (m_MasterVolumeFadeRatePerFrame)
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if (m_MasterVolumeFadeRatePerFrame)
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{
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{
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float volume = ma_engine_get_volume(&m_Engine) + m_MasterVolumeFadeRatePerFrame;
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float volume = ma_engine_get_volume(&m_Engine) + m_MasterVolumeFadeRatePerFrame;
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if ((m_MasterVolumeFadeRatePerFrame > 0 && volume >= m_MasterVolumeFadeTarget) || (m_MasterVolumeFadeRatePerFrame < 0 && volume <= m_MasterVolumeFadeTarget))
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if ((m_MasterVolumeFadeRatePerFrame > 0.0f && volume >= m_MasterVolumeFadeTarget) || (m_MasterVolumeFadeRatePerFrame < 0.0f && volume <= m_MasterVolumeFadeTarget))
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{
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{
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volume = m_MasterVolumeFadeTarget;
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volume = m_MasterVolumeFadeTarget;
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m_MasterVolumeFadeRatePerFrame = 0.0f;
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m_MasterVolumeFadeRatePerFrame = 0.0f;
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@@ -89,10 +89,10 @@ private:
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// One song at a time, but holding both current and previous for graceful fading
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// One song at a time, but holding both current and previous for graceful fading
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std::array<MaSoundInstance, 2> m_Music;
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std::array<MaSoundInstance, 2> m_Music;
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int m_CurrentMusicIndex{};
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int m_CurrentMusicIndex{};
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float m_MusicVolume{ 1.0 };
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float m_MusicVolume{ 1.0f };
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float m_SoundVolume{ 1.0 };
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float m_SoundVolume{ 1.0f };
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float m_MasterVolume{ 1.0 };
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float m_MasterVolume{ 1.0f };
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float m_MasterVolumeFadeTarget{};
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float m_MasterVolumeFadeTarget{};
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float m_MasterVolumeFadeRatePerFrame{};
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float m_MasterVolumeFadeRatePerFrame{};
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};
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};
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