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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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@@ -35,15 +35,16 @@
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#include "servers/physics/physics_server_sw.h"
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#include "servers/spatial_sound/spatial_sound_server_sw.h"
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#include "servers/spatial_sound_2d/spatial_sound_2d_server_sw.h"
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#include "servers/audio/audio_server_sw.h"
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#include "servers/audio_server.h"
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#include "servers/physics_2d/physics_2d_server_sw.h"
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#include "servers/visual/rasterizer.h"
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#include "audio_server_javascript.h"
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#include "audio_driver_javascript.h"
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#include "main/input_default.h"
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#include "emscripten/html5.h"
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#include "javascript_eval.h"
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#include <emscripten/html5.h>
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typedef void (*GFXInitFunc)(void *ud,bool gl2,int w, int h, bool fs);
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typedef String (*GetDataDirFunc)();
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@@ -71,10 +72,6 @@ private:
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Rasterizer *rasterizer;
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VisualServer *visual_server;
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AudioServerJavascript *audio_server;
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//SampleManagerMallocSW *sample_manager;
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SpatialSoundServerSW *spatial_sound_server;
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SpatialSound2DServerSW *spatial_sound_2d_server;
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PhysicsServer *physics_server;
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Physics2DServer *physics_2d_server;
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AudioDriverJavaScript audio_driver_javascript;
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