Merge pull request #12 from sndth/fix-audio-casting-warnings

Fix potential casting warnings inside AudioLib
This commit is contained in:
d1str4ught
2025-09-02 12:07:03 +02:00
committed by GitHub
3 changed files with 11 additions and 11 deletions

View File

@@ -70,8 +70,8 @@ void MaSoundInstance::Destroy()
} }
m_Initialized = false; m_Initialized = false;
m_Identity = ""; m_Identity = "";
m_FadeTargetVolume = 0; m_FadeTargetVolume = 0.0f;
m_FadeRatePerFrame = 0; m_FadeRatePerFrame = 0.0f;
} }
bool MaSoundInstance::IsInitialized() const bool MaSoundInstance::IsInitialized() const
@@ -149,21 +149,21 @@ void MaSoundInstance::Fade(float toVolume, float secDurationFromMinMax)
void MaSoundInstance::StopFading() void MaSoundInstance::StopFading()
{ {
m_FadeRatePerFrame = 0; m_FadeRatePerFrame = 0.0f;
} }
bool MaSoundInstance::IsFading() const bool MaSoundInstance::IsFading() const
{ {
return m_FadeRatePerFrame != 0; return m_FadeRatePerFrame != 0.0f;
} }
void MaSoundInstance::Update(float volumeFactor) // volume factor is the user's volume void MaSoundInstance::Update(float volumeFactor) // volume factor is the user's volume
{ {
if (m_FadeRatePerFrame != 0) if (m_FadeRatePerFrame != 0.0f)
{ {
float targetVolume = std::clamp<float>(m_FadeTargetVolume * volumeFactor, 0.0f, 1.0f); float targetVolume = std::clamp<float>(m_FadeTargetVolume * volumeFactor, 0.0f, 1.0f);
float volume = std::clamp<float>(GetVolume() + (m_FadeRatePerFrame * volumeFactor), 0.0f, 1.0f); float volume = std::clamp<float>(GetVolume() + (m_FadeRatePerFrame * volumeFactor), 0.0f, 1.0f);
if ((m_FadeRatePerFrame > 0 && volume >= targetVolume) || (m_FadeRatePerFrame < 0 && volume <= targetVolume)) if ((m_FadeRatePerFrame > 0.0f && volume >= targetVolume) || (m_FadeRatePerFrame < 0.0f && volume <= targetVolume))
{ {
volume = m_FadeTargetVolume * volumeFactor; volume = m_FadeTargetVolume * volumeFactor;
m_FadeRatePerFrame = 0.0f; m_FadeRatePerFrame = 0.0f;

View File

@@ -171,7 +171,7 @@ void SoundEngine::SaveVolume(bool isMinimized)
if (m_MasterVolume <= outOfFocusVolume) if (m_MasterVolume <= outOfFocusVolume)
outOfFocusVolume = m_MasterVolume; outOfFocusVolume = m_MasterVolume;
m_MasterVolumeFadeTarget = isMinimized ? 0 : outOfFocusVolume; m_MasterVolumeFadeTarget = isMinimized ? 0.0f : outOfFocusVolume;
m_MasterVolumeFadeRatePerFrame = -ratePerSecond / durationOnFullVolume; m_MasterVolumeFadeRatePerFrame = -ratePerSecond / durationOnFullVolume;
} }
@@ -216,7 +216,7 @@ void SoundEngine::Update()
if (m_MasterVolumeFadeRatePerFrame) if (m_MasterVolumeFadeRatePerFrame)
{ {
float volume = ma_engine_get_volume(&m_Engine) + m_MasterVolumeFadeRatePerFrame; float volume = ma_engine_get_volume(&m_Engine) + m_MasterVolumeFadeRatePerFrame;
if ((m_MasterVolumeFadeRatePerFrame > 0 && volume >= m_MasterVolumeFadeTarget) || (m_MasterVolumeFadeRatePerFrame < 0 && volume <= m_MasterVolumeFadeTarget)) if ((m_MasterVolumeFadeRatePerFrame > 0.0f && volume >= m_MasterVolumeFadeTarget) || (m_MasterVolumeFadeRatePerFrame < 0.0f && volume <= m_MasterVolumeFadeTarget))
{ {
volume = m_MasterVolumeFadeTarget; volume = m_MasterVolumeFadeTarget;
m_MasterVolumeFadeRatePerFrame = 0.0f; m_MasterVolumeFadeRatePerFrame = 0.0f;

View File

@@ -89,10 +89,10 @@ private:
// One song at a time, but holding both current and previous for graceful fading // One song at a time, but holding both current and previous for graceful fading
std::array<MaSoundInstance, 2> m_Music; std::array<MaSoundInstance, 2> m_Music;
int m_CurrentMusicIndex{}; int m_CurrentMusicIndex{};
float m_MusicVolume{ 1.0 }; float m_MusicVolume{ 1.0f };
float m_SoundVolume{ 1.0 }; float m_SoundVolume{ 1.0f };
float m_MasterVolume{ 1.0 }; float m_MasterVolume{ 1.0f };
float m_MasterVolumeFadeTarget{}; float m_MasterVolumeFadeTarget{};
float m_MasterVolumeFadeRatePerFrame{}; float m_MasterVolumeFadeRatePerFrame{};
}; };