diff --git a/dlls/dsound/mixer.c b/dlls/dsound/mixer.c index b961cf6180e..adbee9e98eb 100644 --- a/dlls/dsound/mixer.c +++ b/dlls/dsound/mixer.c @@ -175,7 +175,7 @@ static inline BYTE cvtS16toU8(INT16 s) * Copy a single frame from the given input buffer to the given output buffer. * Translate 8 <-> 16 bits and mono <-> stereo */ -static inline void cp_fields(const IDirectSoundBufferImpl *dsb, BYTE *ibuf, BYTE *obuf ) +static inline void cp_fields(const IDirectSoundBufferImpl *dsb, const BYTE *ibuf, BYTE *obuf ) { DirectSoundDevice * device = dsb->device; INT fl,fr; @@ -192,8 +192,8 @@ static inline void cp_fields(const IDirectSoundBufferImpl *dsb, BYTE *ibuf, BYTE fl = cvtU8toS16(*ibuf); fr = (dsb->pwfx->nChannels==2 ? cvtU8toS16(*(ibuf + 1)) : fl); } else { - fl = *((INT16 *)ibuf); - fr = (dsb->pwfx->nChannels==2 ? *(((INT16 *)ibuf) + 1) : fl); + fl = *((const INT16 *)ibuf); + fr = (dsb->pwfx->nChannels==2 ? *(((const INT16 *)ibuf) + 1) : fl); } if (device->pwfx->nChannels == 2) { @@ -910,7 +910,8 @@ post_mix: * * Returns: the length beyond the writepos that was mixed to. */ -static DWORD DSOUND_MixToPrimary(DirectSoundDevice *device, DWORD playpos, DWORD writepos, DWORD mixlen, BOOL recover) +static DWORD DSOUND_MixToPrimary(const DirectSoundDevice *device, DWORD playpos, DWORD writepos, + DWORD mixlen, BOOL recover) { INT i, len, maxlen = 0; IDirectSoundBufferImpl *dsb; diff --git a/dlls/dsound/sound3d.c b/dlls/dsound/sound3d.c index 234c40ba370..6145cffa9a6 100644 --- a/dlls/dsound/sound3d.c +++ b/dlls/dsound/sound3d.c @@ -66,7 +66,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(dsound3d); */ /* scalar product (i believe it's called dot product in english) */ -static inline D3DVALUE ScalarProduct (LPD3DVECTOR a, LPD3DVECTOR b) +static inline D3DVALUE ScalarProduct (const D3DVECTOR *a, const D3DVECTOR *b) { D3DVALUE c; c = (a->x*b->x) + (a->y*b->y) + (a->z*b->z); @@ -76,7 +76,7 @@ static inline D3DVALUE ScalarProduct (LPD3DVECTOR a, LPD3DVECTOR b) } /* vector product (i believe it's called cross product in english */ -static inline D3DVECTOR VectorProduct (LPD3DVECTOR a, LPD3DVECTOR b) +static inline D3DVECTOR VectorProduct (const D3DVECTOR *a, const D3DVECTOR *b) { D3DVECTOR c; c.x = (a->y*b->z) - (a->z*b->y); @@ -88,7 +88,7 @@ static inline D3DVECTOR VectorProduct (LPD3DVECTOR a, LPD3DVECTOR b) } /* magnitude (length) of vector */ -static inline D3DVALUE VectorMagnitude (LPD3DVECTOR a) +static inline D3DVALUE VectorMagnitude (const D3DVECTOR *a) { D3DVALUE l; l = sqrt (ScalarProduct (a, a)); @@ -106,7 +106,7 @@ static inline D3DVALUE RadToDeg (D3DVALUE angle) } /* angle between vectors - deg version */ -static inline D3DVALUE AngleBetweenVectorsDeg (LPD3DVECTOR a, LPD3DVECTOR b) +static inline D3DVALUE AngleBetweenVectorsDeg (const D3DVECTOR *a, const D3DVECTOR *b) { D3DVALUE la, lb, product, angle, cos; /* definition of scalar product: a*b = |a|*|b|*cos...therefore: */ @@ -123,7 +123,7 @@ static inline D3DVALUE AngleBetweenVectorsDeg (LPD3DVECTOR a, LPD3DVECTOR b) } /* angle between vectors - rad version */ -static inline D3DVALUE AngleBetweenVectorsRad (LPD3DVECTOR a, LPD3DVECTOR b) +static inline D3DVALUE AngleBetweenVectorsRad (const D3DVECTOR *a, const D3DVECTOR *b) { D3DVALUE la, lb, product, angle, cos; /* definition of scalar product: a*b = |a|*|b|*cos...therefore: */ @@ -138,7 +138,7 @@ static inline D3DVALUE AngleBetweenVectorsRad (LPD3DVECTOR a, LPD3DVECTOR b) } /* calculates vector between two points */ -static inline D3DVECTOR VectorBetweenTwoPoints (LPD3DVECTOR a, LPD3DVECTOR b) +static inline D3DVECTOR VectorBetweenTwoPoints (const D3DVECTOR *a, const D3DVECTOR *b) { D3DVECTOR c; c.x = b->x - a->x; @@ -150,7 +150,7 @@ static inline D3DVECTOR VectorBetweenTwoPoints (LPD3DVECTOR a, LPD3DVECTOR b) } /* calculates the length of vector's projection on another vector */ -static inline D3DVALUE ProjectVector (LPD3DVECTOR a, LPD3DVECTOR p) +static inline D3DVALUE ProjectVector (const D3DVECTOR *a, const D3DVECTOR *p) { D3DVALUE prod, result; prod = ScalarProduct(a, p);