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-rw-r--r--games/endless-sky/files/patch-source_Audio.cpp63
1 files changed, 0 insertions, 63 deletions
diff --git a/games/endless-sky/files/patch-source_Audio.cpp b/games/endless-sky/files/patch-source_Audio.cpp
deleted file mode 100644
index e89a03aaa292..000000000000
--- a/games/endless-sky/files/patch-source_Audio.cpp
+++ /dev/null
@@ -1,63 +0,0 @@
---- source/Audio.cpp.orig 2023-10-21 20:01:54 UTC
-+++ source/Audio.cpp
-@@ -82,7 +82,7 @@ namespace {
- // This queue keeps track of sounds that have been requested to play. Each
- // added sound is "deferred" until the next audio position update to make
- // sure that all sounds from a given frame start at the same time.
-- map<const Sound *, QueueEntry> queue;
-+ map<const Sound *, QueueEntry> queue_;
- map<const Sound *, QueueEntry> deferred;
- thread::id mainThreadID;
-
-@@ -249,7 +249,7 @@ void Audio::Update(const Point &listenerPosition)
- listener = listenerPosition;
-
- for(const auto &it : deferred)
-- queue[it.first].Add(it.second);
-+ queue_[it.first].Add(it.second);
- deferred.clear();
- }
-
-@@ -273,7 +273,7 @@ void Audio::Play(const Sound *sound, const Point &posi
- // Place sounds from the main thread directly into the queue. They are from
- // the UI, and the Engine may not be running right now to call Update().
- if(this_thread::get_id() == mainThreadID)
-- queue[sound].Add(position - listener);
-+ queue_[sound].Add(position - listener);
- else
- {
- unique_lock<mutex> lock(audioMutex);
-@@ -317,12 +317,12 @@ void Audio::Step()
- {
- if(source.GetSound()->IsLooping())
- {
-- auto it = queue.find(source.GetSound());
-- if(it != queue.end())
-+ auto it = queue_.find(source.GetSound());
-+ if(it != queue_.end())
- {
- source.Move(it->second);
- newSources.push_back(source);
-- queue.erase(it);
-+ queue_.erase(it);
- }
- else
- {
-@@ -367,7 +367,7 @@ void Audio::Step()
-
- // Now, what is left in the queue is sounds that want to play, and that do
- // not correspond to an existing source.
-- for(const auto &it : queue)
-+ for(const auto &it : queue_)
- {
- // Use a recycled source if possible. Otherwise, create a new one.
- unsigned source = 0;
-@@ -396,7 +396,7 @@ void Audio::Step()
- sources.back().Move(it.second);
- alSourcePlay(source);
- }
-- queue.clear();
-+ queue_.clear();
-
- // Queue up new buffers for the music, if necessary.
- int buffersDone = 0;