Hopefully fixing windows build problems with this hack now. :-)

This commit is contained in:
Joerg Mueller 2011-10-14 07:56:33 +00:00
parent eaff9a1c1b
commit 8868f9455c

@ -63,6 +63,10 @@
#include "BKE_sequencer.h"
#include "BKE_scene.h"
// evil quiet NaN definition
static const int NAN_INT = 0x7FC00000;
#define NAN_FLT *((float*)(&NAN_INT))
#ifdef WITH_AUDASPACE
// evil global ;-)
static int sound_cfra;
@ -630,7 +634,7 @@ float sound_sync_scene(struct Scene *scene)
else
return AUD_getPosition(scene->sound_scene_handle);
}
return .0f/.0f;
return NAN_FLT;
}
int sound_scene_playing(struct Scene *scene)
@ -787,7 +791,7 @@ static void sound_start_play_scene(struct Scene *UNUSED(scene)) {}
void sound_play_scene(struct Scene *UNUSED(scene)) {}
void sound_stop_scene(struct Scene *UNUSED(scene)) {}
void sound_seek_scene(struct Main *UNUSED(bmain), struct Scene *UNUSED(scene)) {}
float sound_sync_scene(struct Scene *UNUSED(scene)) { return .0f/.0f; }
float sound_sync_scene(struct Scene *UNUSED(scene)) { return NAN_FLT; }
int sound_scene_playing(struct Scene *UNUSED(scene)) { return -1; }
int sound_read_sound_buffer(struct bSound* UNUSED(sound), float* UNUSED(buffer), int UNUSED(length), float UNUSED(start), float UNUSED(end)) { return 0; }
void sound_read_waveform(struct bSound* sound) { (void)sound; }