some small fixes
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2 changed files with 4 additions and 4 deletions
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@ -199,11 +199,10 @@ void CSound::Start()
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InitializeOpenSL();
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// TEST We have to supply the interface with initial buffers, otherwise
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// the rendering will not start. As a quick hack we use the buffers in
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// an unknown state which could lead to lowed noises at the very startup
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// of the rendering (which is not too bad).
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// the rendering will not start.
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// Note that the number of buffers enqueued here must match the maximum
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// numbers of buffers configured in the constructor of this class.
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vecsTmpAudioSndCrdStereo.Reset ( 0 );
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// enqueue initial buffers for record
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(*recorderSimpleBufQueue)->Enqueue ( recorderSimpleBufQueue,
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@ -316,6 +315,7 @@ void CSound::processInput ( SLAndroidSimpleBufferQueueItf bufferQueue,
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pSound->iModifiedInBufSize * 2 /* 2 bytes */ );
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// upsampling (without filtering) and channel management
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pSound->vecsTmpAudioSndCrdStereo.Reset ( 0 );
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for ( int i = 0; i < pSound->iModifiedInBufSize; i++ )
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{
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pSound->vecsTmpAudioSndCrdStereo[6 * i] =
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@ -37,7 +37,7 @@ class CSound : public CSoundBase
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{
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public:
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CSound ( void (*fpNewProcessCallback) ( CVector<short>& psData, void* arg ), void* arg );
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virtual ~CSound() { CloseOpenSL(); }
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virtual ~CSound() {}
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virtual int Init ( const int iNewPrefMonoBufferSize );
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virtual void Start();
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