Codechange: Silence warnings about intentionally unused parameters.
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@@ -36,7 +36,7 @@ static FSoundDriver_Cocoa iFSoundDriver_Cocoa;
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static AudioUnit _outputAudioUnit;
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/* The CoreAudio callback */
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static OSStatus audioCallback(void *inRefCon, AudioUnitRenderActionFlags *inActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList * ioData)
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static OSStatus audioCallback(void *, AudioUnitRenderActionFlags *, const AudioTimeStamp *, UInt32, UInt32, AudioBufferList *ioData)
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{
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MxMixSamples(ioData->mBuffers[0].mData, ioData->mBuffers[0].mDataByteSize / 4);
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@@ -15,7 +15,7 @@
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/** Implementation of the null sound driver. */
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class SoundDriver_Null : public SoundDriver {
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public:
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const char *Start(const StringList ¶m) override { return nullptr; }
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const char *Start(const StringList &) override { return nullptr; }
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void Stop() override { }
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const char *GetName() const override { return "null"; }
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@@ -22,11 +22,10 @@ static FSoundDriver_SDL iFSoundDriver_SDL;
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/**
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* Callback that fills the sound buffer.
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* @param userdata Ignored.
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* @param stream The stream to put data into.
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* @param len The length of the stream in bytes.
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*/
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static void CDECL fill_sound_buffer(void *userdata, Uint8 *stream, int len)
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static void CDECL fill_sound_buffer(void *, Uint8 *stream, int len)
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{
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MxMixSamples(stream, len / 4);
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}
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@@ -22,11 +22,10 @@ static FSoundDriver_SDL iFSoundDriver_SDL;
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/**
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* Callback that fills the sound buffer.
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* @param userdata Ignored.
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* @param stream The stream to put data into.
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* @param len The length of the stream in bytes.
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*/
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static void CDECL fill_sound_buffer(void *userdata, Uint8 *stream, int len)
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static void CDECL fill_sound_buffer(void *, Uint8 *stream, int len)
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{
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MxMixSamples(stream, len / 4);
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}
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@@ -40,7 +40,7 @@ static void PrepareHeader(WAVEHDR *hdr)
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if (waveOutPrepareHeader(_waveout, hdr, sizeof(WAVEHDR)) != MMSYSERR_NOERROR) throw "waveOutPrepareHeader failed";
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}
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static DWORD WINAPI SoundThread(LPVOID arg)
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static DWORD WINAPI SoundThread(LPVOID)
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{
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SetCurrentThreadName("ottd:win-sound");
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