[Vm-dev] [commit][2671]
small changes to sound plugin support to work better with Scratch
commits at squeakvm.org
commits at squeakvm.org
Sun Jan 13 00:56:32 UTC 2013
Revision: 2671
Author: rowledge
Date: 2013-01-12 16:56:31 -0800 (Sat, 12 Jan 2013)
Log Message:
-----------
small changes to sound plugin support to work better with Scratch
Modified Paths:
--------------
trunk/platforms/RiscOS/plugins/SoundPlugin/sqRPCSound.c
Modified: trunk/platforms/RiscOS/plugins/SoundPlugin/sqRPCSound.c
===================================================================
--- trunk/platforms/RiscOS/plugins/SoundPlugin/sqRPCSound.c 2013-01-12 22:17:02 UTC (rev 2670)
+++ trunk/platforms/RiscOS/plugins/SoundPlugin/sqRPCSound.c 2013-01-13 00:56:31 UTC (rev 2671)
@@ -7,7 +7,7 @@
/* hook up to RiscOS sound stuff - eventually */
/**************************************************************************/
-/* To recompile this reliably you will need */
+/* To recompile this reliably you will need */
/* OSLib - http://ro-oslib.sourceforge.net/ */
/* Castle/AcornC/C++, the Acorn TCPIPLib */
/* and a little luck */
@@ -25,6 +25,7 @@
int soundShutdown(void) {
// anything to do?
+ return 0;
}
/****************/
@@ -34,28 +35,32 @@
int snd_AvailableSpace(void) {
/* Returns the number of bytes of available sound output buffer space. This should be (frames*4) if the device is in stereo mode, or (frames*2) otherwise */
+ return 0;
}
int snd_InsertSamplesFromLeadTime(int frameCount, int srcBufPtr, int samplesOfLeadTime) {
-/* Insert a buffer's worth of sound samples into the currently playing
- buffer. Used to make a sound start playing as quickly as possible. The
+/* Insert a buffer's worth of sound samples into the currently playing
+ buffer. Used to make a sound start playing as quickly as possible. The
new sound is mixed with the previously buffered sampled. */
-/* Details: Unlike primitiveSoundPlaySamples, this primitive always starts
- with the first sample the given sample buffer. Its third argument
- specifies the number of samples past the estimated sound output buffer
- position the inserted sound should start. If successful, it returns the
+/* Details: Unlike primitiveSoundPlaySamples, this primitive always starts
+ with the first sample the given sample buffer. Its third argument
+ specifies the number of samples past the estimated sound output buffer
+ position the inserted sound should start. If successful, it returns the
number of samples inserted. */
+ return 0;
}
int snd_PlaySamplesFromAtLength(int frameCount, int arrayIndex, int startIndex) {
/* Output a buffer's worth of sound samples. */
+ return 0;
}
int snd_PlaySilence(void) {
/* Output a buffer's worth of silence. Returns the number of sample frames played. */
+ return 0;
}
int snd_Start(int frameCount, int samplesPerSec, int stereo, int semaIndex) {
@@ -75,31 +80,26 @@
/***************/
-int snd_SetRecordLevel(int level) {
- interpreterProxy->primitiveFail();
+int snd_SetRecordLevel(int level) {;
return null;
}
int snd_StartRecording(int desiredSamplesPerSec, int stereo, int semaIndex) {
- interpreterProxy->primitiveFail();
return null;
}
int snd_StopRecording(void) {
- interpreterProxy->primitiveFail();
return null;
}
double snd_GetRecordingSampleRate(void) {
- interpreterProxy->primitiveFail();
return (double)1.0;
}
int snd_RecordSamplesIntoAtLength(int buf, int startSliceIndex, int bufferSizeInBytes) {
- interpreterProxy->primitiveFail();
return null;
}
-
+
void snd_Volume(double *left, double *right) {
// used to GET the volume settings
}
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