fixing comments, making sure sound always gets the completion call in the same thread as it was created, otherwise iphone sometimes crashes
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@63155 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@@ -1,11 +1,11 @@
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/////////////////////////////////////////////////////////////////////////////
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// Name: src/osx/carbon/sound.cpp
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// Purpose: wxSound class implementation: optional
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// Author: Ryan Norton
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// Name: src/osx/core/sound.cpp
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// Purpose: wxSound class implementation using AudioToolbox
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// Author: Stefan Csomor
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// Modified by: Stefan Csomor
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// Created: 1998-01-01
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// Created: 2009-01-01
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// RCS-ID: $Id: sound.cpp 61475 2009-07-20 16:47:54Z VZ $
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// Copyright: (c) Ryan Norton
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// Copyright: (c) Stefan Csomor
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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@@ -112,7 +112,7 @@ bool wxOSXAudioToolboxSoundData::Play(unsigned flags)
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wxCFRef<CFURLRef> url(CFURLCreateWithFileSystemPath(kCFAllocatorDefault, cfMutableString , kCFURLPOSIXPathStyle, false));
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AudioServicesCreateSystemSoundID(url, &m_soundID);
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AudioServicesAddSystemSoundCompletion( m_soundID, NULL, NULL, wxOSXAudioToolboxSoundData::CompletionCallback, (void *) this );
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AudioServicesAddSystemSoundCompletion( m_soundID, CFRunLoopGetCurrent(), NULL, wxOSXAudioToolboxSoundData::CompletionCallback, (void *) this );
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bool sync = !(flags & wxSOUND_ASYNC);
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