Productionize polished cosmoaudio library

This change introduces comsoaudio v1. We're using a new strategy when it
comes to dynamic linking of dso files and building miniaudio device code
which I think will be fast and stable in the long run. You now have your
choice of reading/writing to the internal ring buffer abstraction or you
can specify a device-driven callback function instead. It's now possible
to not open the microphone when you don't need it since touching the mic
causes security popups to happen. The DLL is now built statically, so it
only needs to depend on kernel32. Our NES terminal emulator now uses the
cosmoaudio library and is confirmed to be working on Windows, Mac, Linux
This commit is contained in:
Justine Tunney 2024-09-07 03:30:49 -07:00
parent c66abd7260
commit dc579b79cd
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GPG key ID: BE714B4575D6E328
13 changed files with 640 additions and 470 deletions

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@ -3216,7 +3216,7 @@ int plm_video_decode_motion_vector(plm_video_t *self, int r_size, int motion) {
if (motion > (fscale << 4) - 1) {
motion -= fscale << 5;
}
else if (motion < ((-fscale) << 4)) {
else if (motion < (int)((unsigned)(-fscale) << 4)) { // [jart]
motion += fscale << 5;
}
@ -3404,7 +3404,7 @@ void plm_video_decode_block(plm_video_t *self, int block) {
n++;
// Dequantize, oddify, clip
level <<= 1;
level = (unsigned)level << 1; // [jart]
if (!self->macroblock_intra) {
level += (level < 0 ? -1 : 1);
}