audio: better way to calculate buffer drain wait times.
diff --git a/src/audio/SDL_audio.c b/src/audio/SDL_audio.c
index 53721f1..d085cb9 100644
--- a/src/audio/SDL_audio.c
+++ b/src/audio/SDL_audio.c
@@ -1152,9 +1152,8 @@ close_audio_device(SDL_AudioDevice * device)
Uint32 delay = 0;
if (!device->iscapture) {
- /* x2000: x1000 (cvt to ms) and x2 (alternating DMA buffers). */
const SDL_AudioSpec *spec = &device->spec;
- delay = (Uint32) ((((float)spec->samples) / ((float)spec->freq)) * 2000.0f);
+ delay = ((spec.samples * 1000) / spec.freq) * 2;
}
/* Lock to make sure an audio callback doesn't fire after we return.
@@ -1170,7 +1169,6 @@ close_audio_device(SDL_AudioDevice * device)
if (delay > 0) {
/* Block the amount that is roughly pending for playback, so we
don't drop audio if the process exits right after this call. */
-printf("audio close: delay for %u ms\n", (unsigned int) delay);
SDL_Delay(delay);
}
}