diff options
Diffstat (limited to 'games/endless-sky/files/patch-source_Audio.cpp')
-rw-r--r-- | games/endless-sky/files/patch-source_Audio.cpp | 63 |
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; |