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@@ -80,7 +80,7 @@ int SDL_AppIterate(void *appstate)
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We're being lazy here, but if there's less than the entire wav file left to play,
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just shove a whole copy of it into the queue, so we always have _tons_ of
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data queued for playback. */
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- if (SDL_GetAudioStreamAvailable(stream) < wav_data_len) {
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+ if (SDL_GetAudioStreamAvailable(stream) < (int)wav_data_len) {
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/* feed more data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
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SDL_PutAudioStreamData(stream, wav_data, wav_data_len);
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}
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