audio: Better variable name

This commit is contained in:
Hajime Hoshi 2017-07-09 05:14:13 +09:00
parent 2552f1625d
commit 079395dd6f

View File

@ -170,14 +170,14 @@ func (p *players) hasSource(src ReadSeekCloser) bool {
// You can also call Update independently from the game loop as 'async mode'. // You can also call Update independently from the game loop as 'async mode'.
// In this case, audio goes on even when the game stops e.g. by diactivating the screen. // In this case, audio goes on even when the game stops e.g. by diactivating the screen.
type Context struct { type Context struct {
players *players players *players
playerWriteCh chan []uint8 playerWriteCh chan []uint8
playerErrCh chan error playerErrCh chan error
playerCloseCh chan struct{} playerCloseCh chan struct{}
sampleRate int sampleRate int
frames int64 frames int64
writtenBytes int64 writtenBytes int64
unwrittenCount int discardingCount int
} }
var ( var (
@ -270,8 +270,8 @@ func (c *Context) Update() error {
return err return err
} }
// Discard when the buffer queue seems full. // Discard when the buffer queue seems full.
if c.unwrittenCount > 0 { if c.discardingCount > 0 {
c.unwrittenCount-- c.discardingCount--
return nil return nil
} }
select { select {
@ -280,7 +280,7 @@ func (c *Context) Update() error {
default: default:
// The current buffer size is 1/15 [sec] = 4 [frames]. // The current buffer size is 1/15 [sec] = 4 [frames].
// Wait for 5 [frames] which is more than 4. // Wait for 5 [frames] which is more than 4.
c.unwrittenCount = 5 c.discardingCount = 5
} }
return nil return nil
} }