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@@ -474,22 +474,22 @@ void InitAudioDevice(void)
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return;
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}
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- // Keep the device running the whole time. May want to consider doing something a bit smarter and only have the device running
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- // while there's at least one sound being played.
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- result = ma_device_start(&AUDIO.System.device);
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- if (result != MA_SUCCESS)
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+ // Mixing happens on a separate thread which means we need to synchronize. I'm using a mutex here to make things simple, but may
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+ // want to look at something a bit smarter later on to keep everything real-time, if that's necessary.
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+ if (ma_mutex_init(&AUDIO.System.lock) != MA_SUCCESS)
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{
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- TRACELOG(LOG_WARNING, "AUDIO: Failed to start playback device");
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+ TRACELOG(LOG_WARNING, "AUDIO: Failed to create mutex for mixing");
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ma_device_uninit(&AUDIO.System.device);
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ma_context_uninit(&AUDIO.System.context);
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return;
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}
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- // Mixing happens on a separate thread which means we need to synchronize. I'm using a mutex here to make things simple, but may
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- // want to look at something a bit smarter later on to keep everything real-time, if that's necessary.
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- if (ma_mutex_init(&AUDIO.System.lock) != MA_SUCCESS)
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+ // Keep the device running the whole time. May want to consider doing something a bit smarter and only have the device running
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+ // while there's at least one sound being played.
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+ result = ma_device_start(&AUDIO.System.device);
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+ if (result != MA_SUCCESS)
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{
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- TRACELOG(LOG_WARNING, "AUDIO: Failed to create mutex for mixing");
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+ TRACELOG(LOG_WARNING, "AUDIO: Failed to start playback device");
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ma_device_uninit(&AUDIO.System.device);
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ma_context_uninit(&AUDIO.System.context);
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return;
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