From 3f425b6f2089b2578c841894ae6cd4582b8de142 Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Wed, 11 Dec 2024 13:25:43 -0500
Subject: [PATCH] examples/audio/04-multiple-streams: Patched to compile on
Visual Studio.
---
examples/audio/04-multiple-streams/multiple-streams.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/examples/audio/04-multiple-streams/multiple-streams.c b/examples/audio/04-multiple-streams/multiple-streams.c
index 48109d301b977..57f3cd0e0d8cf 100644
--- a/examples/audio/04-multiple-streams/multiple-streams.c
+++ b/examples/audio/04-multiple-streams/multiple-streams.c
@@ -104,7 +104,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
/* If less than a full copy of the audio is queued for playback, put another copy in there.
This is overkill, but easy when lots of RAM is cheap. One could be more careful and
queue less at a time, as long as the stream doesn't run dry. */
- if (SDL_GetAudioStreamAvailable(sounds[i].stream) < sounds[i].wav_data_len) {
+ if (SDL_GetAudioStreamAvailable(sounds[i].stream) < ((int) sounds[i].wav_data_len)) {
SDL_PutAudioStreamData(sounds[i].stream, sounds[i].wav_data, (int) sounds[i].wav_data_len);
}
}