aaudio: Fixed a comment.
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@@ -83,7 +83,7 @@ static void AAUDIO_errorCallback(AAudioStream *stream, void *userData, aaudio_re
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LOGI("SDL AAUDIO_errorCallback: %d - %s", error, ctx.AAudio_convertResultToText(error));
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LOGI("SDL AAUDIO_errorCallback: %d - %s", error, ctx.AAudio_convertResultToText(error));
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// You MUST NOT close the audio stream from this callback, so we cannot call SDL_AudioDeviceDisconnected here.
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// You MUST NOT close the audio stream from this callback, so we cannot call SDL_AudioDeviceDisconnected here.
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// Just flag the device so we can kill it in WaitDevice/PlayDevice instead.
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// Just flag the device so we can kill it in PlayDevice instead.
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SDL_AudioDevice *device = (SDL_AudioDevice *) userData;
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SDL_AudioDevice *device = (SDL_AudioDevice *) userData;
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SDL_AtomicSet(&device->hidden->error_callback_triggered, (int) error); // AAUDIO_OK is zero, so !triggered means no error.
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SDL_AtomicSet(&device->hidden->error_callback_triggered, (int) error); // AAUDIO_OK is zero, so !triggered means no error.
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SDL_PostSemaphore(device->hidden->semaphore); // in case we're blocking in WaitDevice.
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SDL_PostSemaphore(device->hidden->semaphore); // in case we're blocking in WaitDevice.
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