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authorRay <[email protected]>2020-02-03 19:26:28 +0100
committerRay <[email protected]>2020-02-03 19:26:28 +0100
commitc3f06b7470b2654c4cce20c3e18c46ad81330b3f (patch)
tree0497e56ed1915773ce76d318fb3934aa7674124e /src/raudio.c
parenta7afd8de99f74139647845c8a20513a4bc217767 (diff)
downloadraylib-c3f06b7470b2654c4cce20c3e18c46ad81330b3f.tar.gz
raylib-c3f06b7470b2654c4cce20c3e18c46ad81330b3f.zip
Remove all trail spaces
Diffstat (limited to 'src/raudio.c')
-rw-r--r--src/raudio.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/raudio.c b/src/raudio.c
index 4e184b8e..5e55a36b 100644
--- a/src/raudio.c
+++ b/src/raudio.c
@@ -163,10 +163,10 @@ typedef enum {
} TraceLogType;
#endif
-// NOTE: Different logic is used when feeding data to the playback device
+// NOTE: Different logic is used when feeding data to the playback device
// depending on whether or not data is streamed (Music vs Sound)
-typedef enum {
- AUDIO_BUFFER_USAGE_STATIC = 0,
+typedef enum {
+ AUDIO_BUFFER_USAGE_STATIC = 0,
AUDIO_BUFFER_USAGE_STREAM
} AudioBufferUsage;
@@ -274,7 +274,7 @@ void InitAudioDevice(void)
{
// TODO: Load AUDIO context memory dynamically?
AUDIO.System.masterVolume = 1.0f;
-
+
// Init audio context
ma_context_config ctxConfig = ma_context_config_init();
ctxConfig.logCallback = OnLog;
@@ -386,7 +386,7 @@ AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sam
TRACELOG(LOG_ERROR, "InitAudioBuffer() : Failed to allocate memory for audio buffer");
return NULL;
}
-
+
audioBuffer->data = RL_CALLOC(sizeInFrames*channels*ma_get_bytes_per_sample(format), 1);
// Audio data runs through a format converter
@@ -1541,7 +1541,7 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
framesToRead -= framesJustRead;
framesRead += framesJustRead;
}
-
+
if (!audioBuffer->playing)
{
framesRead = frameCount;
@@ -1697,7 +1697,7 @@ static void InitAudioBufferPool(void)
// Close the audio buffers pool
static void CloseAudioBufferPool(void)
{
- for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
+ for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
RL_FREE(AUDIO.MultiChannel.pool[i]->data);
RL_FREE(AUDIO.MultiChannel.pool[i]);