testaudio: use SDL_APP_FAILURE macro to signal failure

This commit is contained in:
Anonymous Maarten 2024-07-13 17:06:54 +02:00
parent 68cf17d0d4
commit f13be04980

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@ -1119,12 +1119,12 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
SetDefaultTitleBar();
if ((physdev_texture = CreateTexture("physaudiodev.bmp")) == NULL) { return -1; }
if ((logdev_texture = CreateTexture("logaudiodev.bmp")) == NULL) { return -1; }
if ((audio_texture = CreateTexture("audiofile.bmp")) == NULL) { return -1; }
if ((trashcan_texture = CreateTexture("trashcan.bmp")) == NULL) { return -1; }
if ((soundboard_texture = CreateTexture("soundboard.bmp")) == NULL) { return -1; }
if ((soundboard_levels_texture = CreateTexture("soundboard_levels.bmp")) == NULL) { return -1; }
if ((physdev_texture = CreateTexture("physaudiodev.bmp")) == NULL) { return SDL_APP_FAILURE; }
if ((logdev_texture = CreateTexture("logaudiodev.bmp")) == NULL) { return SDL_APP_FAILURE; }
if ((audio_texture = CreateTexture("audiofile.bmp")) == NULL) { return SDL_APP_FAILURE; }
if ((trashcan_texture = CreateTexture("trashcan.bmp")) == NULL) { return SDL_APP_FAILURE; }
if ((soundboard_texture = CreateTexture("soundboard.bmp")) == NULL) { return SDL_APP_FAILURE; }
if ((soundboard_levels_texture = CreateTexture("soundboard_levels.bmp")) == NULL) { return SDL_APP_FAILURE; }
LoadStockWavThings();
CreateTrashcanThing();