Make per-sound processing consistent with per-engine.

This commit is contained in:
David Reid
2023-06-03 16:26:04 +10:00
parent f625d7abd8
commit 780e607210
+1 -1
View File
@@ -11055,7 +11055,7 @@ typedef struct
ma_fence* pLoadedFence; /* Set to NULL if not using a fence. */
void (* onLoaded )(void* pUserData, ma_sound* pSuond); /* Fired by the resource manager when the sound has finished loading. */
void (* onAtEnd )(void* pUserData, ma_sound* pSound); /* Fired when the sound reaches the end of the data source. */
void (* onProcess)(void* pUserData, ma_sound* pSound, float* pFrames, ma_uint32 frameCount);
void (* onProcess)(void* pUserData, ma_sound* pSound, float* pFrames, ma_uint64 frameCount);
void* pUserData;
} ma_sound_notifications;