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Adapt platforms to AudioServer refactoring
Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
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@@ -27,18 +27,15 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "os_android.h"
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#include "drivers/gles2/rasterizer_gles2.h"
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#include "drivers/gles2/rasterizer_gles2.h"
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#include "core/io/file_access_buffered_fa.h"
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#include "drivers/unix/file_access_unix.h"
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#include "drivers/unix/dir_access_unix.h"
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#include "servers/visual/visual_server_raster.h"
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#include "servers/visual/visual_server_wrap_mt.h"
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#include "main/main.h"
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#include "file_access_android.h"
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#include "core/globals.h"
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#ifdef ANDROID_NATIVE_ACTIVITY
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@@ -154,19 +151,6 @@ void OS_Android::initialize(const VideoMode& p_desired,int p_video_driver,int p_
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ERR_PRINT("Initializing audio failed.");
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}
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sample_manager = memnew( SampleManagerMallocSW );
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audio_server = memnew( AudioServerSW(sample_manager) );
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audio_server->set_mixer_params(AudioMixerSW::INTERPOLATION_LINEAR,true);
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audio_server->init();
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spatial_sound_server = memnew( SpatialSoundServerSW );
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spatial_sound_server->init();
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spatial_sound_2d_server = memnew( SpatialSound2DServerSW );
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spatial_sound_2d_server->init();
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//
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physics_server = memnew( PhysicsServerSW );
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physics_server->init();
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//physics_2d_server = memnew( Physics2DServerSW );
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