/* finally release the DirectSound object */
if( p_sys->p_dsobject ) IDirectSound_Release( p_sys->p_dsobject );
-
+
/* free DSOUND.DLL */
if( p_sys->hdsound_dll ) FreeLibrary( p_sys->hdsound_dll );
if( OurDirectSoundEnumerate )
{
/* Attempt enumeration */
- if( FAILED( OurDirectSoundEnumerate( CallBackDirectSoundEnum,
+ if( FAILED( OurDirectSoundEnumerate( CallBackDirectSoundEnum,
p_aout ) ) )
{
msg_Dbg( p_aout, "enumeration of DirectSound devices failed" );
}
/* Create the direct sound object */
- if FAILED( OurDirectSoundCreate( p_aout->output.p_sys->p_device_guid,
+ if FAILED( OurDirectSoundCreate( p_aout->output.p_sys->p_device_guid,
&p_aout->output.p_sys->p_dsobject,
NULL ) )
{
}
/*****************************************************************************
- * DirectSoundThread: this thread will capture play notification events.
+ * DirectSoundThread: this thread will capture play notification events.
*****************************************************************************
* We use this thread to emulate a callback mechanism. The thread probes for
* event notification and fills up the DS secondary buffer when needed.