Compile fix for sound without threads. Not sure
if that is the optimal fix. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@25872 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@@ -340,6 +340,8 @@ bool wxSoundSyncOnlyAdaptor::Play(wxSoundData *data, unsigned flags,
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void wxSoundSyncOnlyAdaptor::Stop()
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void wxSoundSyncOnlyAdaptor::Stop()
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{
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{
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wxLogTrace(_T("sound"), _T("asking audio to stop"));
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wxLogTrace(_T("sound"), _T("asking audio to stop"));
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#if wxUSE_THREADS
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// tell the player thread (if running) to stop playback ASAP:
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// tell the player thread (if running) to stop playback ASAP:
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m_status.m_stopRequested = true;
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m_status.m_stopRequested = true;
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@@ -350,11 +352,16 @@ void wxSoundSyncOnlyAdaptor::Stop()
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m_mutexRightToPlay.Lock();
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m_mutexRightToPlay.Lock();
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m_mutexRightToPlay.Unlock();
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m_mutexRightToPlay.Unlock();
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wxLogTrace(_T("sound"), _T("audio was stopped"));
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wxLogTrace(_T("sound"), _T("audio was stopped"));
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#endif
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}
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}
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bool wxSoundSyncOnlyAdaptor::IsPlaying() const
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bool wxSoundSyncOnlyAdaptor::IsPlaying() const
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{
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{
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#if wxUSE_THREADS
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return m_status.m_playing;
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return m_status.m_playing;
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#else
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return FALSE;
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#endif
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}
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}
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