misc: chore: Use explicit types in audio projects

This commit is contained in:
Evan Husted 2025-01-25 14:03:38 -06:00
parent e0567c5ce9
commit 97188556d8
3 changed files with 5 additions and 5 deletions

View file

@ -37,7 +37,7 @@ namespace Ryujinx.Audio.Backends.SDL2
SDL2Driver.Instance.Initialize();
int res = SDL_GetDefaultAudioInfo(nint.Zero, out var spec, 0);
int res = SDL_GetDefaultAudioInfo(nint.Zero, out SDL_AudioSpec spec, 0);
if (res != 0)
{

View file

@ -38,7 +38,7 @@ namespace Ryujinx.Audio.Backends.SoundIo.Native
get => Marshal.PtrToStringAnsi(GetOutContext().Name);
set
{
var context = GetOutContext();
SoundIoOutStream context = GetOutContext();
if (_nameStored != nint.Zero && context.Name == _nameStored)
{
@ -129,8 +129,8 @@ namespace Ryujinx.Audio.Backends.SoundIo.Native
unsafe
{
var frameCountPtr = &nativeFrameCount;
var arenasPtr = &arenas;
int* frameCountPtr = &nativeFrameCount;
IntPtr* arenasPtr = &arenas;
CheckError(soundio_outstream_begin_write(_context, (nint)arenasPtr, (nint)frameCountPtr));
frameCount = *frameCountPtr;

View file

@ -27,7 +27,7 @@ namespace Ryujinx.Audio.Renderer.Utils
private void UpdateHeader()
{
var writer = new BinaryWriter(_stream);
BinaryWriter writer = new(_stream);
long currentPos = writer.Seek(0, SeekOrigin.Current);