Fix MSVC build

This commit is contained in:
Aaron Giles 2020-10-07 08:39:24 -07:00
parent b90fd35515
commit 3f0bf278b3
2 changed files with 2 additions and 152 deletions

View File

@ -726,7 +726,7 @@ void render_load_jpeg(bitmap_argb32 &bitmap, util::core_file &file)
// finish decompression and frees the memory
jpeg_finish_decompress(&cinfo);
}
catch (jpeg_error_mgr *err)
catch (jpeg_error_mgr *)
{
char msg[1024];
(cinfo.err->format_message)(reinterpret_cast<j_common_ptr>(&cinfo), msg);
@ -937,7 +937,7 @@ ru_imgformat render_detect_image(util::core_file &file)
file.seek(0, SEEK_SET);
return RENDUTIL_IMGFORMAT_JPEG;
}
catch (jpeg_error_mgr *err)
catch (jpeg_error_mgr *)
{
jpeg_destroy_decompress(&cinfo);
file.seek(0, SEEK_SET);

View File

@ -1,150 +0,0 @@
// license:BSD-3-Clause
// copyright-holders:Zsolt Vasvari, Jim Hernandez
/*
* Tranquillizer Gun audio routines
*/
#include "emu.h"
#include "includes/vicdual.h"
/* output port 0x01 definitions - sound effect drive outputs */
#define OUT_PORT_1_ANIMAL 0x01
#define OUT_PORT_1_CRY 0x02
#define OUT_PORT_1_WALK 0x04
#define OUT_PORT_1_EMAR 0x08
#define OUT_PORT_1_ANIMALHIT 0x10
#define OUT_PORT_1_POINT 0x20
#define OUT_PORT_1_JEEP 0x40
#define OUT_PORT_1_GUN 0x80
#define PLAY(samp,id,loop) samp->start( id, id, loop )
#define STOP(samp,id) samp->stop( id )
/* sample file names */
static const char *const tranqgun_sample_names[] =
{
"*tranqgun",
"cry",
"walk",
"emar",
"animalhit",
"point",
"jeep",
"gun",
"animal",
nullptr
};
/* sample IDs - must match sample file name table above */
enum
{
SND_CRY = 0,
SND_WALK,
SND_EMAR,
SND_ANIMALHIT,
SND_POINT,
SND_JEEP,
SND_GUN,
SND_ANIMAL,
};
void vicdual_state::tranqgun_audio_w(uint8_t data)
{
int bitsChanged;
int bitsGoneHigh;
int bitsGoneLow;
bitsChanged = m_port1State ^ data;
bitsGoneHigh = bitsChanged & data;
bitsGoneLow = bitsChanged & ~data;
m_port1State = data;
if ( bitsGoneHigh & OUT_PORT_1_ANIMAL )
{
PLAY( m_samples, SND_ANIMAL, 0 );
}
if ( bitsGoneLow & OUT_PORT_1_ANIMAL )
{
STOP( m_samples, SND_ANIMAL );
}
if ( bitsGoneHigh & OUT_PORT_1_CRY )
{
PLAY( m_samples, SND_CRY, 0 );
}
if ( bitsGoneLow & OUT_PORT_1_CRY )
{
STOP( m_samples, SND_CRY );
}
if ( bitsGoneHigh & OUT_PORT_1_WALK )
{
PLAY( m_samples, SND_WALK, 0 );
}
if ( bitsGoneLow & OUT_PORT_1_WALK )
{
STOP( m_samples, SND_WALK );
}
if ( bitsGoneLow & OUT_PORT_1_ANIMAL )
{
PLAY( m_samples, SND_ANIMAL,0 );
}
if ( bitsGoneHigh & OUT_PORT_1_ANIMALHIT )
{
PLAY( m_samples, SND_ANIMALHIT, 0 );
}
if ( bitsGoneLow & OUT_PORT_1_ANIMALHIT )
{
STOP( m_samples, SND_ANIMALHIT );
}
if ( bitsGoneHigh & OUT_PORT_1_POINT )
{
PLAY( m_samples, SND_POINT, 0 );
}
if ( bitsGoneLow & OUT_PORT_1_POINT )
{
STOP( m_samples, SND_POINT );
}
if ( bitsGoneLow & OUT_PORT_1_JEEP )
{
PLAY( m_samples, SND_JEEP, 1 );
}
if ( bitsGoneHigh & OUT_PORT_1_JEEP )
{
STOP( m_samples, SND_JEEP );
}
if ( bitsGoneLow & OUT_PORT_1_EMAR )
{
PLAY( m_samples, SND_EMAR, 0 );
}
if ( bitsGoneHigh & OUT_PORT_1_GUN )
{
PLAY( m_samples, SND_GUN, 0 );
}
if ( bitsGoneLow & OUT_PORT_1_GUN )
{
STOP( m_samples, SND_GUN );
}
}
void vicdual_state::tranqgun_audio(machine_config &config)
{
/* samples */
SAMPLES(config, m_samples);
m_samples->set_channels(8);
m_samples->set_samples_names(tranqgun_sample_names);
m_samples->add_route(ALL_OUTPUTS, "mono", 0.5);
}