Add sanity checks to the Wii U hardware mixer
The other audio backends have these - probably for a good reason, too.
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1 changed files with 21 additions and 0 deletions
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@ -199,6 +199,9 @@ AudioBackend_Sound* AudioBackend_CreateSound(unsigned int frequency, const unsig
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void AudioBackend_DestroySound(AudioBackend_Sound *sound)
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{
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if (sound == NULL)
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return;
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OSLockMutex(&sound_list_mutex);
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// Unhook sound from the linked-list
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@ -226,6 +229,9 @@ void AudioBackend_DestroySound(AudioBackend_Sound *sound)
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void AudioBackend_PlaySound(AudioBackend_Sound *sound, bool looping)
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{
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if (sound == NULL)
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return;
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CullVoices();
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OSLockMutex(&sound_list_mutex);
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@ -285,6 +291,9 @@ void AudioBackend_PlaySound(AudioBackend_Sound *sound, bool looping)
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void AudioBackend_StopSound(AudioBackend_Sound *sound)
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{
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if (sound == NULL)
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return;
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OSLockMutex(&sound_list_mutex);
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if (sound->voice != NULL)
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@ -301,6 +310,9 @@ void AudioBackend_StopSound(AudioBackend_Sound *sound)
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void AudioBackend_RewindSound(AudioBackend_Sound *sound)
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{
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if (sound == NULL)
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return;
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OSLockMutex(&sound_list_mutex);
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if (sound->voice != NULL)
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@ -317,6 +329,9 @@ void AudioBackend_RewindSound(AudioBackend_Sound *sound)
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void AudioBackend_SetSoundFrequency(AudioBackend_Sound *sound, unsigned int frequency)
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{
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if (sound == NULL)
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return;
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OSLockMutex(&sound_list_mutex);
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sound->frequency = frequency;
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@ -336,6 +351,9 @@ void AudioBackend_SetSoundFrequency(AudioBackend_Sound *sound, unsigned int freq
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void AudioBackend_SetSoundVolume(AudioBackend_Sound *sound, long volume)
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{
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if (sound == NULL)
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return;
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OSLockMutex(&sound_list_mutex);
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sound->volume = (unsigned short)(0x8000 * MillibelToScale(volume));
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@ -356,6 +374,9 @@ void AudioBackend_SetSoundVolume(AudioBackend_Sound *sound, long volume)
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void AudioBackend_SetSoundPan(AudioBackend_Sound *sound, long pan)
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{
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if (sound == NULL)
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return;
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OSLockMutex(&sound_list_mutex);
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sound->pan_l = (unsigned short)(0x8000 * MillibelToScale(-pan));
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